“…The present study examines the use of gamification in various fields, including software, computer science, and electrical and electronics engineering, with the participation of students enrolled in these programs. Researchers have determined that difficult concepts and overwhelming workloads cause a loss of motivation and a decrease in the level of engagement in engineering students (Marasco et al, 2016;Ruipérez-Valiente et al, 2017). To solve these problems, the studies conducted in the abovementioned fields suggested the use of gamification in the learning environment, curriculum (e.g., Uskov & Sekar, 2014), and course (e.g., Díaz-Ramírez, 2020;Ntokos, 2019;Pastushenko et al, 2019;Söbke, 2019) or course activities, such as laboratory work, discussions, homework, and projects (e.g., Hammerschall, 2019;Kim et al, 2016Kim et al, , 2018Lambruschini & Pizarro, 2015;Leung & Pluskwik, 2018;Marasco, et al, 2016).…”