“…Recent research investigated the impact of gamification on student achievement and motivation in language classrooms ( Bal, 2019 ; Ling, 2018 ; Rachels and Rockinson-Szapkiw, 2018 ; Wichadee and Pattanapichet, 2018 ). In some of these studies, web 2.0 tools ( Castillo-Cuesta, 2020 ; Osipov et al., 2015 ; Perry, 2015 ), or game elements integrated into the instructional design ( Bal 2019 ; Ling, 2018 ) were used for gamification. However, feedback ( Castillo-Cuesta, 2020 ; Perry, 2015 ), leader board and point ( Rachels and Rockinson-Szapkiw, 2018 ), competition ( Wichadee and Pattanapichet, 2018 ) and interaction ( Castillo-Cuesta, 2020 ) stand out among the game elements used in the research studies examined within the scope of the study.…”