The effectiveness of using in-game cards as reward

Abstract The research team has developed a web-based multiplayer trading card game to allow teachers choosing cards as rewards for students who actively participate in discussions and classroom activities as well as perform well in terms of doing assignments and writing exams or quizzes. In order to...

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Bibliographic Details
Main Authors: Peayton Chen (Author), Rita Kuo (Author), Maiga Chang (Author), Jia-Sheng Heh (Author)
Format: Book
Published: The Asia-Pacific Society for Computers in Education (APSCE), 2017-08-01T00:00:00Z.
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Summary:Abstract The research team has developed a web-based multiplayer trading card game to allow teachers choosing cards as rewards for students who actively participate in discussions and classroom activities as well as perform well in terms of doing assignments and writing exams or quizzes. In order to verify the effectiveness of the use of in-game cards as rewards, the research team integrated the trading card game into a web-based English vocabulary learning system. Students can receive cards as rewards every time after they use the learning system. A 6-week experiment had been conducted at an elementary school with 172 fifth-grade students. The results showed that boys have higher intention of getting the in-game cards as rewards. The research also showed that the use of the in-game cards as educational rewards not only motivates students to use the vocabulary learning system but also improves their learning outcome. The research result supported the recommended process for teachers to adopt the trading card game in their courses.
Item Description:10.1186/s41039-017-0054-8
1793-7078