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Integrated Reward Mechanism Between Educational and Recreational Games

Bibliographic Data

ID22046194
AuthorsJos Timanta Tarigan (0000-0001-9433-2265, Universitas Sumatera Utara, corresponding author), Niskarto Zendrato (0000-0003-3892-6418, Universitas Sumatera Utara), Pedro Isaias (0000-0003-1194-2127, Universidade Aberta), Piet Kommers (0000-0002-4738-3016, University of Twente)
Year2025
Volume15
Issue9
Pages1202
Publication date2025-09-11
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueEducation Sciences (JOURNAL)
Journal identifiersISSN: 2227-7102 • E-ISSN: 2227-7102
PublisherMDPI AG (PUBLISHER • IT)
DOI10.3390/educsci15091202
OpenAlexW4414123610
LanguageEN
Citations received1
References cited33

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

Appeal · Entertainment · Perception · Recreation · Educational Games and Gamification

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Unique citing works1
Citations per year1
Citation span2026 - 2026 (1)
Citation velocitycurrent
Highly citedNo
Citation typesNeutral: 1

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