“…However, the success of e‐learning is negatively correlated with learning motivation, training material, in‐person interactions, and ease of use. To increase concentration, motivation, engagement, flow, and other positive experiences, gamification has been widely used in the educational system [47]. Gamification is adding game‐like activities in nongame settings [56] with various gamification elements such as points, badges, leaderboards, avatars, and so on.…”