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The goal of this paper is to emphasize motivation aspects of gamification, to discuss the example of
gamified language learning platform and to examine whether eye-tracking technology can be used to
determine the impact of game mechanics on learner’s behaviour through visual attention. Three
research question were stated for the experiment conducted by authors. A group of 13 participants
were asked to use the online application for language learning with applied game mechanics at least
for two weeks. Then the participants were invited to use the application and complete 4 tasks with
eye-tracking recording. Moreover, the questionnaire in which participants assessed theirs motivation,
engagement and experience with application was conducted. The experiment results were introduced
and discussed