Learn, earn, and game on: integrated reward mechanism between educational and recreational games

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MetadadosDescriçãoIdioma
Autor(es): dc.creatorTarigan, Jos Timanta-
Autor(es): dc.creatorZendrato, Niskarto-
Autor(es): dc.creatorIsaías, Pedro-
Autor(es): dc.creatorkommers, Piet-
Data de aceite: dc.date.accessioned2026-08-11T12:30:52Z-
Data de disponibilização: dc.date.available2026-08-11T12:30:52Z-
Data de envio: dc.date.issued2025-12-28-
Data de envio: dc.date.issued2025-12-28-
Data de envio: dc.date.issued2025-09-11-
Fonte completa do material: dc.identifierhttp://hdl.handle.net/10400.2/20570-
Fonte: dc.identifier.urihttp://educapes.capes.gov.br/handle/10400.2/20570-
Descrição: dc.descriptionRewards play a key role in gamifying education, especially when learners perceive them as valuable. However, in many educational games, rewards often lack a meaningful impact or long-term appeal, which limits their ability to motivate user performance effectively. This study introduces a novel integrated reward system designed to increase the perceived value of educational rewards by allowing them to be used in a separate recreational game. The system was implemented using two Android-based applications: EduGym, a microlearning quiz-based educational game, and EduShooter, a top-down action shooter recreational game. Coins earned in EduGym quizzes can be used to upgrade characters and unlock content in EduShooter, forming a cross-game incentive. A user study involving 48 participants demonstrated that those with access to the integrated system responded more positively to EduGym’s reward mechanism and rated their overall game experience favorably. The reward system also enhanced learners’ perception of their educational achievements by linking them to meaningful in-game benefits. These findings suggest that integrating educational and entertainment games through a cross-game currency system can significantly strengthen the motivational appeal and perceived value of rewards in these games.-
Descrição: dc.descriptionThis work was supported by EQUITY Project released by the Ministry of Higher Education, Culture, Research, and Technology of Republic of Indonesia (Grant No. 59/E/HK.02.02/2022), LPDP-Indonesia Endowment Fund for Education Agency of the Ministry of Finance of Republic of Indonesia (Grant No. RJP-24/LPDP/2022), Directorate General of Higher Education, Research, and Technology (Grant No. 3792/E3/DT.03.08/2023), and Universitas Sumatera Utara (Grant No.8154.1/UN5.1.R/KPM/2023).-
Formato: dc.formatapplication/pdf-
Idioma: dc.languageen-
Publicador: dc.publisherMDPI-
Relação: dc.relationSpecial Issue Learning Design for the Digital Age: Leveraging Technology for Engagement and Use)-
Relação: dc.relationhttps://www.mdpi.com/2227-7102/15/9/1202-
Direitos: dc.rightshttp://creativecommons.org/licenses/by/4.0/-
Palavras-chave: dc.subjectEducational games-
Palavras-chave: dc.subjectGame development-
Palavras-chave: dc.subjectEducation technology-
Palavras-chave: dc.subjectHumancomputer interaction-
Título: dc.titleLearn, earn, and game on: integrated reward mechanism between educational and recreational games-
Aparece nas coleções:Repositório Aberto - Universidade Aberta (Portugal)

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