Eighth art is the title these days is given to the art of the gaming industry. The game has taken a specific form at any time. In recent years, there have been many developments in the fields of science, art, industry and technology, numerous studies and new ideas being crystallized until the millennium saw the growth of computer and video games in many way . Nowadays, computer games have found a lot of features and applications, and their prevalence in everyday life has made them out of pure fun and made game-makers more than ever before use their capabilities in various educational, social, economic, political, and cultural fields . Digital game-based learning is very close to game-based learning, with the distinction that it is related to digital games. For Prinsky, digital game-based learning is a "newer virtual learning process". The widespread use of new technologies such as the Internet, social networks and mobile phones are affecting the education process at the university. Technology has an important impact on education, enabling better communication and implementation of the latest information systems useful for learning and education .
Game & education
Nowadays, game-based learning has become one of the hottest topics in education, and the user is influenced by an indirect education through the content, and narration of the game, without even realizing the norms and behaviors of the game characters themselves . According to Curtis, game-based learning is generally about the influence of games on attracting and motivating users for a specific purpose, such as the development of knowledge and learning new skills .
Also, according to the Federation of American Scientists (2006), many of the features used in high quality learning environments are also found in video games, such as clear educational goals, ample opportunity to practice and enhance expertise, monitoring improvement, and compliance with the learner's mastery level . Therefore, trying to serve games in non-game related arenas has led to the creation of a new concept and method called gamification  that can indirectly convey concepts, values and skills to an attractive space context; educate the audience; and expose them to unconscious learning .
New gamification technology with a detailed understanding of the goals and prospects, and with the help of game elements and techniques, promotes motivation and participation and ultimately behavior change . Some have recognized its importance in the coming decade as being similar and equal to social networks and mobile. In 2012, a study was conducted by the Pew Research Center to predict the future of technology, media and cyberspace elites. Almost 53 percent of those surveyed believed their gamification would be ubiquitous in 2020. Another interesting finding, for example, was that 53 percent of those surveyed agreed that: "by 2020, there will be significant improvements in the use of gamification; and it will apply new ways in the areas of education, health, work and other aspects of human communication and will play an important role in the daily activities of many people who use communication networks in their daily lives .
gamification technology is a tool for designing behaviors, and skills and enabling innovation. In combination with education and training, gamification can solve major challenges at the academic and educational level, such as motivation, interaction, and collaboration between students or learners to enhance their performance. To understand the potential of gamification, it is necessary to determine how to use these elements .
Some organizations today are skeptical about the viability and longevity of gamification as a means to engage and motivate the target audience, and people struggle to understand the trend and its longer-term implications. In a 2012 survey conducted by Pew Research Center, 53 percent of people surveyed said that by 2020 the use of gamification will be widespread, while 42 percent predicted that by 2020 gamification will not evolve to be a larger trend except in specific realms.
Theoretical Background for Gamification
The assessment step in phases one and two led to the following list of 11 theories
- Behavioral Decision Theory
- Behavioral Intention and Actual Behavior
- Cognitive Load Theory
- Elaboration Likelihood Model
- Flow Theory
- Homo Ludens
- Information Processing Theory
- Keller's Motivational Model
- Organizational Learning Theory
- Self-Determination Theory
- Social Cognitive Theory and Social Learning Theory [13-15].
Different design components for gamification of education are highlighted in these documents, along with their impact on the learners, which we referred to as learner in varied fields (Engagement, Satisfaction, enthusiasm, Enjoyment, Productive learning experience, Sense of accomplishment, Sense of achievement, Interest in course and presentation [16, 17].
The term 'blended learning' refers to the third generation of distance education systems. Combined learning is also called hybrid or blended learning, and there are generally many definitions of this term .
Blended learning is potentially more powerful than both traditional face to face learning and completely online learning. Blended learning, due to changes in teaching practices and the qualifications of teachers in schools, can help reduce the differences in success achievement. blended learning combines beneficial aspects of face to face learning with online learning in a balanced way which helps to get the maximum benefit of both learning environments’ beneficial aspects of face to face learning with online learning.
Blended learning models
Blended learning means many things to many people, and blended-learning environment has six different models: face-to-face driver, rotation, flex, online lab, self-blend, and online driver.
Clayton Christensen’s research on blended learning schools and programs found that the majority of blended programs fall into one of four models: Rotation, Flex, A La Carte, and/or Enriched Virtual.
As illustrated above, all blended learning models emphasize an existing convergence of both traditional and media-based learning environments to exploit the benefits of both approaches to make education more effective.
Blended learning has many benefits in educational programs. One of them is that utilizing technology extends the physical boundaries of the classroom, provides access to learning content and resources, and improves the ability of the educators to receive feedback on the learners' progress. Combined learning also offers multiple opportunities for communication, collaboration, interactions, and learning control. Therefore, blended learning enables these multiple approaches to achieve the goals of the courses. Learners can progress on their own and even repeat parts of the curriculum .
Increasing the retention and improvement of learning efficacy are other benefits of blended learning through empirical studies. Blended learning extends interaction between students and instructors through the use of email and asynchronous forums and enables the learners to learn. They have greater control over learning speed, educational flow, resource selection and time management, and are also effective in applying different learning styles .
Because teaching and learning are also an active process and, like any other process, there is a need for motivation at various stages in order to start and sustain it, nowadays one of the syndromes of learning environments is the problem of lack or scarcity of motivation in different educational levels. Boring learning environments shift the students from creativity and flourishing to obedience . Therefore, given many benefits gamification offers to learners and the role it plays in enhancing the enjoyment and effectiveness of the learning process, it has become a popular approach in the education industry. The undeniable fact is that gamification success in the teaching and learning industry is due to its purely scientific principles.
Therefore, this study aimed to evaluate the implementation of a mental gamification from blended learning based on the flex model and efficacy of this program on students.