“…Issues and Trends in Educational Technology Volume 3, Number 2, Dec. 2015 One solution to overcome the challenges associated with incorporating commercially available computer games into the classroom may be the use of gamification (Muntean, 2011). Gamification involves selecting elements of games, and using these to create a game-like environment in a non-game context (Deterding et al, 2011;de-Marcos et al, 2014;Dominguez et al, 2013;Giannetto, Chao, & Fontana, 2013;Goehle, 2013;Hanus & Fox, 2015;Mekler et al, 2013b;Muntean, 2011;O'Donnell et al, 2013;Prince, 2013;Pedreira et al, 2014;Turner, Dieksheide, & Anderson, 2013;Watson, Hancock, & Mandryk, 2013) to increase user experience and engagement (Apostol, Zaharescu, & Alexe, 2013;Dominguez et al, 2013;Pedreira et al, 2014;Turner et al, 2013). "Gamification desires to combine intrinsic motivation with an extrinsic one in order to raise motivation and engagement" (Montean, 2011, p. 326).…”