“…When the studies on this subject in recent years are searched, some of the studies examine: the effect of gamified platforms for formative evaluation such as Kahoot (Yürük, 2019;Sanchez, Langer, Kaur, 2020;Zainuddin, Shujahat, Haruna & Chu, 2020;Göksün & Gürsoy, 2019;Öden, Bolat & Göksu, 2021), the effect of the use of gamification interfaces of LMS systems such as Classsdojo (Bozkurtlar & Samur, 2017), the effect of scoring in gamification on success (Attali & Arieli-Attali, 2015), meta-analysis studies in which gamification studies conducted in recent years (Yiğ & Sezgin, 2021;Tay, Goh, Safiena & Bound, 2022;Zang & Yu, 2022). In these and other studies, it was observed that there were studies on different variables ((reading performance (Chen, Li & Chen, 2020), motivation (Roy & Zaman, 2018;Hanus & Fox, 2015;Mert & Samur, 2018;Yildiz, Topçu, Kaymakçı, 2021), engagement (Zainuddin, Shujahat, Haruna & Chu, 2020), academic achievement (Attali & Arieli-Attali, 2015;Hanus & Fox, 2015;Karamert & Vardar, 2021), effects of badges and redeemable rewards (Ortega-Arranz, et. all., 2019;Mert & Samur, 2018)).…”