“…Rewards [ 36 , 41 , 43 , 47 , 48 , 54 , 67 , 68 , 69 ], signposting [ 36 , 62 ], and time [ 45 , 47 , 53 , 54 , 60 , 61 , 62 , 68 ] are also frequently used. Other gamification elements less employed in the teaching of health sciences are puzzles [ 35 , 70 ], role playing [ 35 , 61 , 71 , 72 ], achievements [ 73 ], missions [ 73 ], avatars [ 36 , 47 ], levels [ 36 ], quizzes [ 36 , 73 ], badges [ 50 , 56 ], levelling [ 45 , 56 , 62 , 63 ], quests [ 56 , 65 ], awards [ 40 , 74 ], teams [ 59 , 60 , 61 , 67 ], mystery characters [ 51 , 60 , 68 ], progress [ 44 ], social networks [ 44 , 58 ], and storytellings [ 65 ]. Certainly, game elements motivate and attract user in teaching activities [ ...…”