The effectiveness of using in-game cards as reward

Peayton Chen1, Rita Kuo2, Maiga Chang3, Jia Sheng Heh1
1Department of Information and Computer Engineering, Chung Yuan Christian University, Taoyuan, Taiwan
2Department of Computer Science and Engineering, New Mexico Institute of Mining and Technology, Socorro, USA
3School of Computer and Information Systems, Athabasca University, Athabasca, Canada

Tóm tắt

Từ khóa


Tài liệu tham khảo

Apperley, T. H. (2006). Genre and game studies: toward a critical approach to video game genres. Simulation and Gaming, 37(1), 6–23.

Barzilai, S., & Blau, I. (2014). Scaffolding game-based learning: impact on learning achievements, perceived learning, and game experiences. Computers & Education, 70(2014), 65–79.

Boyle, T. (1997). Design for multimedia learning. London: Prentice Hall.

Brunborg, G. S., Mentzoni, R. A., & Froyland, L. R. (2014). Is video gaming, or video game addition, associated with depression, academic achievement, heavy episodic drinking, or conduct problems? Journal Behavioral Additions, 3(1), 27–32.

Chappell, K. K., & Taylor, C. S. (1997). Evidence for the reliability and factorial validity of the computer game attitude scale. Journal of Educational Computing Research, 17(1), 67–77.

Chang, C., Chang, M., & Heh, J.-S. (2014). National palace museum adventure—a mobile educational role playing game for museum learning. In Kinshuk & R. Huang (Eds.), Ubiquitous learning environments and technologies (pp. 201–223). Berlin: Springer.

Chang, C, Wu, S, Chang, M, & Heh, J.-S (2008). Activity generator for informal learning in museum. In Proceedings of the 7th WSEAS International Conference on E-ACTIVITIES (E-ACTIVITIES 2008) (pp. 189–194).

Chen, L. (2010). The impact of perceived risk, intangibility and consumer characteristics on online game playing. Computers in Human Behavior, 26(6), 1607–1613.

Chen, P., Kuo, R., Chang, M., & Heh, J.-H. (2009). Designing a trading card game as educational reward system to improve students’ learning motivations. In Transactions on Edutainment, III (pp. 116–128). Berlin: Springer-Verlag.

Cheville, R. A. (2016). Linking capabilities to functionings: adapting narrative forms from role-playing games to education. Higher Education, 71(6), 805–818.

Dankbaar, M. E. W., Alsma, J., Jansen, E. E. H., van Merrienboer, J. J. G., van Saase, J. L. C. M., & Schuit, S. C. E. (2016). An experimental study on the effects of a simulation game on students’ clinical cognitive skills and motivation. Advances in Health Sciences Education, 21(3), 505–521.

David-Marshall, B, Dreunen, JV, & Wang, M (2010). Trading card game industry—from the T to the C to the G. SuperData Research, Inc., New York.

Davis, F. D., Bagozzi, R. P., & Warshaw, P. R. (1989). User acceptance of computer technology: a comparison of two theoretical models. Management Science, 35(8), 982–1003.

George, D., & Mallery, P. (2010). SPSS for windows step by step: a simple guide and reference 18.0 update (11th ed.). Boston: Allyn & Bacon.

Hainey, T., Connolly, T. M., Boyle, E. A., Wilson, A., & Razak, A. (2016). A systematic literature review of game-based learning empirical evidence in primary education. Computers & Education, 102(2016), 202–233.

Hallford, N, & Hallford, J (2001). Swords and circuitry: a designer’s guide to computer role playing games. Roseville, CA: Prime Publishing. Upper Saddle River, NJ: FT Press

Hartmann, T., & Klimmt, C. (2006). Gender and computer games: exploring females’ dislikes. Journal of Computer-Mediated Communication, 11(4), 910–931.

Hwang, M.-Y., Hong, J.-C., Cheng, H.-Y., Peng, Y.-C., & Wu, N.-C. (2013). Gender differences in cognitive load and competition anxiety affect 6th grade students’ attitude toward playing and intention to play at a sequential or synchronous game. Computers & Education, 60(1), 254–263.

Jung, Y., Oh, H. J., Sng, J., Kwon, J. H., & Detenber, B. H. (2014). Revisiting gender preference for a first-person shooter videogame: effects of non-verbal sensitivity and gender on enjoyment. Interacting with Computers Advance Access, 27(6), 697–705.

Klopfer, E., Sheldon, J., Perry, J., & Chen, V. H. (2012). Ubiquitous games for learning (UbiqGames): Weatherlings, a worked example. Journal of Computer Assisted Learning, 28(5), 465–476.

Kohn, A. (1999). Punished by rewards: the trouble with gold stars, incentive plans, A’s, praise, and other bribes. Boston: Houghton Mifflin.

Liu, E. Z.-F., Lee, C.-Y., & Chen, J.-H. (2013). Developing a new computer game attitude scale for taiwanese early adolescents. Educational Technology and Society, 16(1), 183–193.

Lu, C., Chang, M., Kinshuk, D., Huang, E., & Chen, C. W. (2011). Usability of context-aware mobile educational game. Knowledge Management & E-Learning: An International Journal (KM&EL), 3(3), 448–477.

Maguth, B. M., List, J. S., & Wunderle, M. (2015). Teaching social studies with video games. The Social Studies, 106(1), 32–36.

Malone, T. W. (1981). Toward a theory of intrinsically motivating instruction. Cognitive Science: A Multidisciplinary Journal, 5(4), 333–369.

Malone, T. W., & Lepper, M. R. (1987). Making learning fun: a taxonomy of intrinsic motivations for learning. In R. R. Snow & M. J. Farr (Eds.), Aptitude, Learning and Instruction III (pp. 223–253). Hillsdale: Lawrence Erlbaum Asociates.

Manero, B., Terrente, J., Freire, M., & Fernandez-Manjon, B. (2016). An instrument to build a gamer clustering framework according to gaming preferences and habits. Computers in Human Behavior, 62(2016), 353–363.

McNinch, G. W. (1997). Earning by learning: changing attitudes and habits in reading. Reading Horizons, 37(3), 186–194.

Pedro, L., Santos, C., Aresta, M., & Almeida, S. (2015). Peer-support badge attribution in a collaborative learning platform: the SAPO Campus case. Computers in Human Behavior, 51(B), 562–567.

Rideout, V. J., Foehr, U. G., & Roberts, D. F. (2010). Generation M2: media in the lives of 8- to 18-year-olds. Menlo Park: Henry J. Kaiser Family Foundation.

Schwabe, G., & Göth, C. (2005). Mobile learning with a mobile game: design and motivational effects. Journal of Computer Assisted Learning, 21(3), 204–216.

Sheldon, J, Perry, J, Klopfer, E, Ong, J, Chen, VHH, Tzuo, PW, & Rosenheck, L (2010). Weatherlings: a new approach to student learning using web-based mobile games. In Proceedings of the Fifth International Conference on the Foundations of Digital Games (pp. 203–208). ACM.

Siwek, S. E. (2014). Video games in the 21th century: the 2014 report. Washington: Entertainment Software Association.

Steinman, R. A., & Blastos, M. T. (2002). A trading‐card game teaching about host defence. Medical Education, 36(12), 1201–1208.

Szell, M., & Thurner, S. (2013). How women organize social networks different from men. Scientific Reports, 3, 1214–1219.

Venkatesh, V., Morris, M. G., Davis, G. B., & Davis, F. D. (2003). User acceptance of information technology: toward a unified view. MIS Quarterly, 27(3), 425–478.

Virvou, M., Katsionis, G., and Manos, K. (2005). Combining Software Games with Education: Evaluation of its Educational Effectiveness. Educational Technology & Society, 8(2), 54–65.

Wang, H, & Sun, CT. (2011, September). Game reward systems: gaming experiences and social meanings. In Proceedings of DiGRA 2011 Conference: Think Design Play (pp. 1–12).

Winefield, A. H., Barnett, J. A., & Tiggemann, M. (1984). Learned helplessness and IQ differences. Personality and Individual Differences, 5(5), 493–500.

Witzel, B. S., & Mercer, C. D. (2003). Using rewards to teach students with disabilities. Remedial & Special Education, 24(2), 88–97.

Wu, S. C., & Elliott, R. T. (2008). A study of reward preference in Taiwanese gifted and nongifted students with differential locus of control. Journal for the Education of the Gifted, 32(2), 230–244.