GBL is often confused with gamification, a term that is often heard in school environments. EdTechReview defines gamification as “the application of game elements and digital game design techniques to non-game problems, such as business (growing in education technology) and social impact challenges.” So-called “game elements” can be points, achievements, badges, and leaderboards. Basically, they are used as extrinsic motivational tools in traditional classroom activities. The line between GBL and gamification is sometimes very thin; the elements of gamification are normally present in a GBL activity, not vice versa. GBL usually includes a game-like environment and practice of the learning content through activities like theatre and role play. In GBL, the learning process comes as a result of playing the game. Gamification, instead, is about inserting some elements of a game into traditional activities. Although Quizzes can be considered an example of gamification, tools like web apps for creating quizzes, such as Kahootor Quizizz, are not considered GBL. They are just quizzes, a stack of questions, a story, or an environment without characters or rules.