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

datacite.subject.fosCiências Sociais::Economia e Gestão
datacite.subject.fosCiências Naturais::Ciências da Computação e da Informação
datacite.subject.sdg04:Educação de Qualidade
dc.contributor.authorTarigan, Jos Timanta
dc.contributor.authorZendrato, Niskarto
dc.contributor.authorIsaías, Pedro
dc.contributor.authorkommers, Piet
dc.date.accessioned2025-12-29T11:07:27Z
dc.date.available2025-12-29T11:07:27Z
dc.date.issued2025-09-11
dc.description.abstractRewards 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.eng
dc.description.sponsorshipThis 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).
dc.identifier.doi10.3390/educsci15091202
dc.identifier.urihttp://hdl.handle.net/10400.2/20570
dc.language.isoeng
dc.peerreviewedyes
dc.publisherMDPI
dc.relation.hasversionhttps://www.mdpi.com/2227-7102/15/9/1202
dc.relation.ispartofseriesSpecial Issue Learning Design for the Digital Age: Leveraging Technology for Engagement and Use)
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/
dc.subjectEducational games
dc.subjectGame development
dc.subjectEducation technology
dc.subjectHumancomputer interaction
dc.titleLearn, earn, and game on: integrated reward mechanism between educational and recreational gameseng
dc.typejournal article
dspace.entity.typePublication
oaire.citation.endPage18
oaire.citation.issue9
oaire.citation.startPage1
oaire.citation.titleEducation Sciences
oaire.citation.volume15
oaire.versionhttp://purl.org/coar/version/c_970fb48d4fbd8a85
person.familyNameTarigan
person.familyNameIsaias
person.familyNamekommers
person.givenNameJos Timanta
person.givenNamePedro
person.givenNamePiet
person.identifier.ciencia-id731A-2E36-6847
person.identifier.orcid0000-0001-9433-2265
person.identifier.orcid0000-0003-1194-2127
person.identifier.orcid0000-0002-4738-3016
person.identifier.ridB-8673-2014
person.identifier.scopus-author-id55723206300
relation.isAuthorOfPublicationb4815e36-f0d0-4cb4-9b66-471f234f7279
relation.isAuthorOfPublicationbf41e004-f721-4349-a34c-95968cb9ea99
relation.isAuthorOfPublicationa3d885a8-e340-42e8-84ab-c32a836466a6
relation.isAuthorOfPublication.latestForDiscoverybf41e004-f721-4349-a34c-95968cb9ea99

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