“…Some of these applications implement games, which often represent a smart solution to increase the motivation of the users and let them actively learn and practice. Indeed, gamification, which is the application of elements typical of game playing to nongaming activities, has been increasingly used in several fields, including medical and pharmacy education (Dell & Chudow, 2019; Jones & Wisniewski, 2019; Lam, Gutierrez, Goad, Odessky, & Bock, 2019; Shannon, 2019) due to its ability to increase interactivity, rewards, and motivation (Sera & Wheeler, 2017). Recent examples include the use of interactive trivia (Jones & Wisniewski, 2019) and quest games (Lam et al, 2019) in the classroom setting for first‐year pharmacy students.…”