“…The design of the digital gamification has implications towards learners' learning outcomes and experiences. Digital gamification associated articles (n=30/312) (Dehghanzadeh, Fardanesh, Hatami, Talaee&Noroozi, 2019), prototype development designed as to motivate and engage engineering students towards improving their speaking skills was proven to be a novel findings (Singh et al, 2019), development of e-course based on the LMS MOODLE that was infuse with elements of gamification such as games, badges, Easter eggs and leaderboard were found to be effective to enhance students' motivation (Yurzhenko, 2019), learning English by adopting and applying valuable elements from gamification (Lina LaftaJassim, Hisham Dzakiria, 2019), Karaaslan, Kilic, Yalcin &Gullu, 2018) combined synchronous and asynchronous learning materials to teach vocabularies through interactive virtual learning platform, Ling (2018) looked at the impact of meaningful gaming on students' motivation in a higher education setting, development of digital card games for educational purposes (Kordaki, 2017), learning through instructional digital games among pre-school children (Samur, 2019), adapted the prize-winning holographic game and designed a novel mobile application to assist Spanish speaking children to practice English pronunciation Cerezo, Calderon & Romero, 2019), development of educational app for accounting students (Zhao, 2019), a study on pre-service teachers' behaviours and beliefs regarding digital game-based language learning (DGBLL, Blume, 2020), reason why educators marginalised digital game-based language learning (DGBLL) (Blume, 2019) , technology facilitated urban gaming (Pitura&Terlecka-Pacut, 2018), combination of gamification and personality traits through to propose the Hybrid Learning Model to boost student's academic achievement and motivations (Kang & Kusuma, 2020), development of mobile apps using gamification for kindergarten children (Tamtama, Suryanto&Suyoto, 2020), reviews on technology, pedagogy, and gaming (Laine, 2018), implementation of the M-learning elements into mobile game technology (Yahya, Ahmad &Maksom, 2018), hedonic theory and observational theory to propose a model that would exemplify gamer's playful consumption (Abbasi, Ting, Hlavacs& Fayyaz, 2018), discussing key issues on location based games for educational purposes (Xanthopoulos&Xinogalos, 2018), a reviews on disadvantages of video games and current developments in technologies (Kenwright, 2017), computer games to be proven to improve vocabulary acquisition and some limitations as not all games are beneficial for language learning (Klimova&Kacet, 2017), digital gaming by South African tourism teachers for better learning opportunities (Adukaite, Zyl, Sebnem&Cantoni, 2017), combination of a gaming approach with optimal language learning (Stoakley& Kim, 2017), incorporating instructional video games to teach vocabulary (Hadi, 2017), digital commercial digital video to boost students' motivation in learning (Ebrahimzadeh&Alavi, 2017), combination of gamification with mobile assisted language learning to improve students' English competencies (So, Shin, Wong &Davaasuren, 2017),analyse the educational 3D mobile game "Labours of Hercules" (LOH) using the main elements of ...…”