“…Schöbel et al, 2021), and student interest usually ends after they have completed the games (Folmar, 2015). In-class experiential exercises (e.g., Trinh, 2022a) and business simulation games (e.g., Gibbons et al, 2022) are examples of game-based learning. In contrast, gamification uses game elements in educational settings, such as points, badges, and leaderboards (Vesa & Harviainen, 2019), to create a playful atmosphere conducive to learning (Deterding, 2012; Landers et al, 2018) and to generate long-lasting motivation and engagement among learners (Folmar, 2015; Simões et al, 2013).…”