Learn, Earn, and Game on
Integrated Reward Mechanism Between Educational and Recreational Games
Bibliographic Data
| ID | 22046194 |
|---|---|
| Authors | Jos 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) |
| Year | 2025 |
| Volume | 15 |
| Issue | 9 |
| Pages | 1202 |
| Publication date | 2025-09-11 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Education Sciences (JOURNAL) |
| Journal identifiers | ISSN: 2227-7102 • E-ISSN: 2227-7102 |
| Publisher | MDPI AG (PUBLISHER • IT) |
| DOI | 10.3390/educsci15091202 |
| OpenAlex | W4414123610 |
| Language | EN |
| Citations received | 1 |
| References cited | 33 |
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
What video games have to teach us about learning and literacy
Game-based learning in medical education
Measuring Children’s Computational Thinking and Problem-Solving in a Block-Based Programming Game
Beyond Entertainment
Digital Game-Based Heritage Education
Effects of game-based learning supports on students’ math performance and perceived game flow
The use and effects of incentive systems on learning and performance in educational games
Balancing learning and enjoyment in serious games
| Unique citing works | 1 |
|---|---|
| Citations per year | 1 |
| Citation span | 2026 - 2026 (1) |
| Citation velocity | current |
| Highly cited | No |
| Citation types | Neutral: 1 |