The effectiveness of giving students in-game cards as rewards

Cheng Li Chen, Maiga Chang, Hung Yi Chang, Chun Hung Lin, Kuo Chen Li, Rita Kuo, Hongxue Wang

Research output: Chapter in Book/Report/Conference proceedingPublished Conference contributionpeer-review

1 Citation (Scopus)


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.

Original languageEnglish
Title of host publicationCognitive Cities - 2nd International Conference, IC3 2019, Revised Selected Papers
EditorsJian Shen, Yao-Chung Chang, Yu-Sheng Su, Hiroaki Ogata
Number of pages10
Publication statusPublished - 2020
Event2nd International Cognitive Cities Conference, IC3 2019 - Kyoto, Japan
Duration: 3 Sep. 20196 Sep. 2019

Publication series

NameCommunications in Computer and Information Science
Volume1227 CCIS
ISSN (Print)1865-0929
ISSN (Electronic)1865-0937


Conference2nd International Cognitive Cities Conference, IC3 2019


  • Educational game
  • Educational reward
  • In-game card
  • Learning performance
  • Trading card game


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