TY - JOUR
T1 - Learn, Earn, and Game on
T2 - Integrated Reward Mechanism Between Educational and Recreational Games
AU - Tarigan, Jos Timanta
AU - Zendrato, Niskarto
AU - Isaias, Pedro
AU - Kommers, Piet
N1 - Publisher Copyright:
© 2025 by the authors.
PY - 2025/9/11
Y1 - 2025/9/11
N2 - Rewards 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.
AB - Rewards 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.
KW - Education technology
KW - Educational games
KW - Game development
KW - Human-Computer Interaction (HCI)
UR - https://www.scopus.com/pages/publications/105017503587
U2 - 10.3390/educsci15091202
DO - 10.3390/educsci15091202
M3 - Article
AN - SCOPUS:105017503587
SN - 2227-7102
VL - 15
JO - Education Sciences
JF - Education Sciences
IS - 9
M1 - 1202
ER -