“…Repositories are built not only to collect and disseminate materials, but enable users to collaborate and review, comment on and rate the content they access (Atenas & Havemann, 2013). However, research indicates that (a) the most common behaviour on open repositories is non-generative use (Pynoo, Tondeur, van Braak, Duyck, Sijnave, & Duyck, 2012;Sabourin, Kosturko, & McQuiggan, 2014), and (b) the possibility of social interaction does not necessarily equate active participation in social interaction (Clements, Pawlowski, & Manouselis, 2015). In recent years, gamification, or the implementation of game features in non-game contexts, and social networking elements such as likes, reactions and scores have been hyped as a technique to channel user engagement, piquing the interest of academic communities beyond success in marketing contexts (Zourou & Lamy, 2013;Zourou, 2016): can the positive effects of game mechanics be transferred to educational settings?…”