“…Educational environments also benefit from games to attract the attention of students (Crisp, 2014) who want to see entertainment and learning as a reward (Aybat, 2017;Prensky, 2002). In this sense, gamification is defined as the use of game design elements in non-game context offers important opportunities to make educational environments more exciting (Goehle & Wagaman, 2016;Hew, Huang, Chu, & Chiu, 2016;Kopcha, Ding, Neumann, & Choi, 2016).…”