@inproceedings{8f2a827dbcde47468ea78a5fb7eb78ca,
title = "The effectiveness of giving students in-game cards as rewards",
abstract = "Reward has become an important role to increase students{\textquoteright} 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.",
keywords = "Educational game, Educational reward, In-game card, Learning performance, Trading card game",
author = "Chen, {Cheng Li} and Maiga Chang and Chang, {Hung Yi} and Lin, {Chun Hung} and Li, {Kuo Chen} and Rita Kuo and Hongxue Wang",
note = "Publisher Copyright: {\textcopyright} Springer Nature Singapore Pte Ltd 2020.; 2nd International Cognitive Cities Conference, IC3 2019 ; Conference date: 03-09-2019 Through 06-09-2019",
year = "2020",
doi = "10.1007/978-981-15-6113-9_35",
language = "English",
isbn = "9789811561122",
series = "Communications in Computer and Information Science",
pages = "306--315",
editor = "Jian Shen and Yao-Chung Chang and Yu-Sheng Su and Hiroaki Ogata",
booktitle = "Cognitive Cities - 2nd International Conference, IC3 2019, Revised Selected Papers",
}