I-Kalam: A CEFR Based Mobile Gamification App for Arabic Speaking Skills
Table 13: Themes, frequency, and percentage of expert views on gamification elements
| Theme | Frequency | Percentage |
| Very good | 1 | 9.1% |
| Very interesting | 1 | 9.1% |
| Attract | 2 | 18.1% |
| Good | 3 | 27.3% |
| Appropriate | 4 | 36.4% |
| Amount | 11 | 100% |
