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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Format: | Article |
Language: | English |
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The Asia-Pacific Society for Computers in Education (APSCE)
2017-08-01
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Series: | Research and Practice in Technology Enhanced Learning |
Subjects: | |
Online Access: | http://link.springer.com/article/10.1186/s41039-017-0054-8 |
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author | Peayton Chen Rita Kuo Maiga Chang Jia-Sheng Heh |
author_facet | Peayton Chen Rita Kuo Maiga Chang Jia-Sheng Heh |
author_sort | Peayton Chen |
collection | DOAJ |
description | 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. |
first_indexed | 2024-03-12T07:08:18Z |
format | Article |
id | doaj.art-95a9f82c261f4d09a5c8654c1c74a76d |
institution | Directory Open Access Journal |
issn | 1793-7078 |
language | English |
last_indexed | 2024-03-12T07:08:18Z |
publishDate | 2017-08-01 |
publisher | The Asia-Pacific Society for Computers in Education (APSCE) |
record_format | Article |
series | Research and Practice in Technology Enhanced Learning |
spelling | doaj.art-95a9f82c261f4d09a5c8654c1c74a76d2023-09-02T23:18:19ZengThe Asia-Pacific Society for Computers in Education (APSCE)Research and Practice in Technology Enhanced Learning1793-70782017-08-0112112310.1186/s41039-017-0054-8The effectiveness of using in-game cards as rewardPeayton Chen0Rita Kuo1Maiga Chang2Jia-Sheng Heh3Department of Information and Computer Engineering, Chung Yuan Christian UniversityDepartment of Computer Science and Engineering, New Mexico Institute of Mining and TechnologySchool of Computer and Information Systems, Athabasca UniversityDepartment of Information and Computer Engineering, Chung Yuan Christian UniversityAbstract 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.http://link.springer.com/article/10.1186/s41039-017-0054-8Trading card gameElementary schoolEnglish learningEducational rewardLearning motivationCompetition |
spellingShingle | Peayton Chen Rita Kuo Maiga Chang Jia-Sheng Heh The effectiveness of using in-game cards as reward Research and Practice in Technology Enhanced Learning Trading card game Elementary school English learning Educational reward Learning motivation Competition |
title | The effectiveness of using in-game cards as reward |
title_full | The effectiveness of using in-game cards as reward |
title_fullStr | The effectiveness of using in-game cards as reward |
title_full_unstemmed | The effectiveness of using in-game cards as reward |
title_short | The effectiveness of using in-game cards as reward |
title_sort | effectiveness of using in game cards as reward |
topic | Trading card game Elementary school English learning Educational reward Learning motivation Competition |
url | http://link.springer.com/article/10.1186/s41039-017-0054-8 |
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