“…Gamification can be defined as the application of user-centered (Nicholson, 2012) game elements in non-game contexts (Deterding, Sicart, et al, 2011) that motivate performance behaviors (As ¸ıksoy, 2018; Barata et al, 2015), improve user experience, and drive engagement towards improved learning and academic outcomes (Chapman et al, 2021;Landers et al, 2015). As research has demonstrated the power of gamified systems to effectively motivate learners in educational settings (Abrams & Walsh, 2014;Chapman & Rich, 2018;De-Marcos et al, 2014;Denny et al, 2018;DomíNguez et al, 2013;Drace, 2013;Goehle, 2013;Nevin et al, 2014;Tsay et al, 2018), it has also become clear that not all individuals are motivated in the same way, or to the same extent, by the same gamified system (Arnold, 2014;Kim, 2015). Various course elements and design features seem to motivate learners differently (Chapman & Rich, 2018).…”