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The Effectiveness of Giving Students In-Game Cards as Rewards

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Cognitive Cities (IC3 2019)

Part of the book series: Communications in Computer and Information Science ((CCIS,volume 1227))

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Abstract

Reward has become an important role to increase students’ motivation in traditional classroom learning. The research team designed an In-game Card as Education Reward (ICER) web-based system which helps teachers give students reward while students have good performance in learning activities such as assignment, presentation, discussion, quiz, and exam. Whenever students complete a learning activity, their teacher can choose different type and rarity in-game cards and deliver the cards to the students by using ICER web-based management system. Students can redeem the reward on ICER website and receive in-game cards in the game. Students can have more fun in the game-play or even show-off the cards that they have to other students. For this reason, students may put more efforts on studying and doing learning activities and may be even actively participated in the discussions in the class for getting better rewards.

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Correspondence to Cheng-Li Chen .

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Chen, CL. et al. (2020). The Effectiveness of Giving Students In-Game Cards as Rewards. In: Shen, J., Chang, YC., Su, YS., Ogata, H. (eds) Cognitive Cities. IC3 2019. Communications in Computer and Information Science, vol 1227. Springer, Singapore. https://doi.org/10.1007/978-981-15-6113-9_35

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  • DOI: https://doi.org/10.1007/978-981-15-6113-9_35

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  • Publisher Name: Springer, Singapore

  • Print ISBN: 978-981-15-6112-2

  • Online ISBN: 978-981-15-6113-9

  • eBook Packages: Computer ScienceComputer Science (R0)

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