What makes things fun to learn? heuristics for designing instructional computer games
SIGSMALL '80 Proceedings of the 3rd ACM SIGSMALL symposium and the first SIGPC symposium on Small systems
Pikachu's Global Adventure: The Rise and Fall of Pokemon
Pikachu's Global Adventure: The Rise and Fall of Pokemon
Designing a trading card game as educational reward system to improve students' learning motivations
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Collectible or Trading Card Games (CCGs or TCGs) are enormously popular. They achieve numbers of players normally associated with online digital games. Yet they are sparsely researched and rarely utilized in the growing field of games and learning. This paper aims to present the motivational and powerful aspects CCGs and start a discussion on what these games can potentially bring to a learning ecology. While doing so we will also present preliminary results from a mixed method survey study with a multiplayer CCG, Vampire the Eternal Struggle (V: TES).