“…It is possible that the positive response to these elements within the crowdsourcing strategy for the current project is related to their growing significance with regard to education in the broader sense. For instance, the use of online platforms for collaboration among teachers with a view to informal learning (Ab Rashid, Yahaya, Rahman, & Yunus, 2016) and the sharing of resources (Ranieri, Manca, & Fini, 2012) has been well established, particularly with regard to Twitter (e.g., McPherson, Budge, & Lemon, 2015), which played an important role in circulating the crowdsourcing call throughout the project and in disseminating the contributions as they were submitted. Likewise, gamification has become a focus of much attention for education in recent times (Dicheva, Dichev, Agre, & Angelova, 2015), particularly with regard to motivation and engagement factors associated with the use of game-based strategies in teaching and learning (van Roy & Zaman, 2018).…”