2 METHODOLOGY
We developed the learning application in cooperation
with primary school teachers in Austria. In the first
meeting, the basic requirements for derdieDAZ were
discussed. The teachers stressed the importance of
supporting different roles (administrators, teachers,
and students) as well as support for customizing the
learning games. Support for audio output was also
regarded as important. The application was devel-
oped over one semester following an agile develop-
ment process and the teachers provided constant feed-
back.
To integrate rewards into derdieDAZ, literature on
gamification and reward systems was studied and two
existing learning applications were analyzed. Two
semi-structured interviews with experts were also
conducted online and recorded with consent for the
analysis. The first interview was conducted with a fe-
male expert in the field of teaching with digital media
and the second interview was conducted with a female
expert in the field of didactic and language acquisi-
tion for German as a second language. We asked our
interviewees about their experience with game-based
learning applications and how they have used these
applications in their classes. We further asked them
about the elements of game-based apps that they con-
sider to be important and whether customization is an
important feature. We also wanted to know what re-
ward systems (digital and non-digital) they have used
in their classes and whether these systems have in-
creased the motivation of students. During the in-
terviews, we showed them derdieDAZ and discussed
how reward systems could be integrated into the app.
3 EXISTING APPLICATIONS
AND EXPERT OPINIONS
In this section, we present the results of our analysis
of two existing game-based learning applications, An-
ton
1
and Scoyo
2
, and the two focus interviews we per-
formed. We selected Anton and Scoyo for our analy-
sis as they are the most popular learning applications
in Austria and Germany.
3.1 Analysis of Existing Learning
Applications
Anton. The learning application Anton is a web-
based learning app that provides over 100,000 tasks
1
https://anton.app/de/
2
https://www.scoyo.de/
and over 200 types of exercises, explanations, and
learning games. The application is designed for the
1st to 10th grades and it thus covers all years of com-
pulsory education. It includes learning games and
rewards in the form of stars and trophies as well as
matches the content to both the Austrian and the Ger-
man school curricula. Teachers can create groups that
represent school classes and students can be invited
to join these groups. For each group, the teacher can
define weekly learning packages. In Anton, users can
choose among different types of avatars, which can
be customized by selecting different types of clothes,
colors, and body parts. As noted above, when stu-
dents complete tasks, they receive feedback in the
form of stars and trophies, which are colored depend-
ing on the correctness of the answers in the learning
game. In addition to the stars an trophies, users are
presented with an avatar that performs a dance. They
also immediately receive textual and audio feedback
about their performance in the game. Users receive
coins for solving tasks. For every six stars or trophies,
they receive a coin. Coins can be spent on various dig-
ital rewards. For example, Anton offers games with-
out learning objectives that can be played by spending
one coin. Additionally, coins can be spent on individ-
ualizing the avatar.
Scoyo. The web-based learning application Scoyo
provides learning material for children from the 1st to
7th grades. In addition to school content, it offers ex-
tracurricular content such as traffic education. Teach-
ers create accounts for students, assign students to
classes, and provide them with tasks. Similar to An-
ton, Scoyo supports the customization of avatars. In
Scoyo, coins are earned for each correctly answered
question in a learning game. These coins can be used
to buy items in the reward shop. There are digital
rewards in the form of additional avatars; however,
physical rewards such as key rings and cinema vouch-
ers can also be purchased. Scoyo implements a level
system where experience points can be collected for
correctly answered questions, which correspond to
levels. The app also gives immediate feedback to stu-
dents after each question. Trophies can be earned for
challenges, such as five correctly answered questions
in a row. Scoyo offers students a printable page on
which their achievements are displayed. Teachers and
parents can receive statistics about the results of stu-
dents.
Both applications include a reward system. They
support digital rewards in the form of coins that can
be spent for customizing avatars or, in case of Anton,
for playing games. Scoyo also includes a shop with
physical rewards. Both provide a user management,
where teachers can create groups for their students.
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