“…Several studies had been focussed on identifying different digital game-based learning methods (Elkordy, Keneman, & Dipinto, 2017;Fan & Tan, 2019;Haddad, 2016;Hwa, 2018;Kotini & Tzelepi, 2015;Kreuzberger, 2015;Pace & Dipace, 2015;Signori, Guimarães, Severo, & Rotta, 2018;Tseas, 2017;Vleeshouwer, 2015). While others had highlighted the application of gamification to the learning of music (Herzig & Learning, 2019;Vets et al, 2017), languages (Alyaz, Spaniel, & Gursoy, 2017;Betaubun & Nasrawati, 2020;Bolliger, Mills, & White, 2015;Chen & Lee, 2018;Dukembay & Zhaksylyk, 2019), engineering (Arenas, 2018Ashmarina & Nikulina, 2017;Bodnar, Anastasio, & Enszer, 2016), astronomy (Baptista & Oliveira, 2019;Barringer, Plummer, Kregenow, & Palma, 2018), information technology (Baxter & Holderness, 2016), architecture (Escudero & Villagrasa, 2017;Fonseca et al, 2017), and maths for primary school students (Gunawan, Bahari, & Kartiwi, 2017).…”