“…Gamification can be used for instruction, review material, and formative assessment to stimulate collaboration, independent learning, and problem-solving (Pede, 2017). Furthermore, it can promote engagement, increase motivation and students' participation, stimulate competition, provide immediate feedback, enhance achievement, and affect human behaviour (Bicen & Kocakoyun, 2018;Lofti & Pratolo, 2021;Mahbub, 2020). Although gamification proves a didactic strategy and helps instructors to procure impressive results, several factors need to be taken into account while implementing it in EFL classes, such as students' ages and aptitudes, gender, the cultural context, students' needs and interests, the goals that need to be attained, material content, and how instructors conduct the game in the class (Covos et al, 2018).…”