This idea of applying gaming mechanics to non-game situations is known as gamification.
What defines a game is having a goal or objective
What we learn from games is that adding narrative, storyline, a theme, or fun graphics to our lessons and activities can help students be more engaged.
When I used the game Angry Birds to teach my students about x intercepts in math, not one student asked me, "Why do we need to learn this?"
This model of creating playsheets out of worksheets can be applied digitally or non-digitally. While students are working on math problems, play video game-style music in the background.
On the off chance that schools cannot meet in person in the fall, this might be a really great time to dig into a full-on, gamification-theory-guided curricular overhaul!
Several consortium science teachers nearby have been using Classcraft recently as a way to gamify their chem/bio/anatomy curricula, and kids I've spoken with say that it's pretty well done.
Definitely an upfront labor-intensive project, but could be a great way to structure long-term remote learning...
Remember that competition is only motivating to students who have a chance at winning. Each student must have an equal, fighting chance to be on the leader board based on their improvement and progression to their individual goals for the class.