Trading Card Game 卡牌遊戲網站

關於卡牌遊戲.

卡牌遊戲支援多國語言,目前有中文以及英文. 您可以選擇您要的語言完卡牌遊戲.

您可以透過以下兩種方式玩卡牌遊戲:

  1. 1. 點選 這裡 可以下載 Windows 桌機最新版本的卡牌遊戲。
  2. 2. 點選 這裡 可以下載安裝11.1版本在您的安卓系統(注意: 最新的平板安卓版本並沒有內建的Flash Player,因此您必須要另外下載並安裝Adobe Flash Player。由於Google Play市集並沒有Adobe Flash Player,您必須下載該apk檔。在您要安裝apk檔之前,請記住您需要去"設定"並確保勾選允許安裝"來歷不明"的軟體)。

我們備有兩個試用帳號讓您體驗, 帳號名稱分別是 guest1guest2, 它們的密碼都是 guest. 如果您想擁有您自己的帳號並且開始收集高階和稀有卡片的話, 您可以點選 免費註冊您自己的帳號

聯絡我們.

如果您有任何疑問, 歡迎您聯繫

  • Dr. Rita Kuo (rita.mcsl@gmail.com) or
  • Dr. Maiga Chang (maiga.chang@gmail.com) 我們很高興幫助您解決您的問題.
  • 期刊論文.

    Rita Kuo, Maiga Chang, Zhong-Xiu Lu, and Cheng-Li Chen. (2019). Student and teacher's perceptions toward the in-game card as educational reward (ICER) Moodle plug-in. Learning in a Digital World - Perspective on Interactive Technologies for Formal and Informal Education. Springer, 275-289.

    Rita Kuo, Maiga Chang, and Cheng-Li Chen. (2018). In-game Card as Educational Reward (ICER) Moodle Plug-ins: A Pilot Study. In the Proceedings of the International Conference on Technology in Education, Hong Kong, January 9-11, 2018, 5-16. (Springer)(Excellent Paper Award)

    Peayton Chen, Rita Kuo, Maiga Chang, and Jia-Sheng Heh. (2017). The Effectiveness of Using In-Game Cards as Reward. Research and Practice in Technology Enhanced Learning, 12, Article #15. Retrieved from https://telrp.springeropen.com/articles/10.1186/s41039-017-0054-8 (Open Access)

    Cheng-Li Chen, Yiyang Zhao, Anni Luo, Maiga Chang, Dongming Qian, Rita Kuo, Hung-Yi Chang. (2017). Educational Reward Moodle Plug-In. 21st Global Chinese Conference on Computers in Education (GCCCE 2017), Beijing, China, June 3-6, 2017, 211-218. (Best Student Paper Award Nomination)

    Peayton Chen, Maiga Chang, Rita Kuo, and Jia-Sheng Heh. (2016). Trading Card Game. In the Workshop Proceedings of the 24th International Conference on Computers in Education, Mumbai, India, November 28-December 2, 2016, 6-11. Retrieved from http://www.et.iitb.ac.in/icce2016/files/proceedings/ICCE%202016%20Workshop%20Proceedings%20Part%201.pdf

    Peayton Chen, Rita Kuo, Maiga Chang, and Jia-Sheng Heh. (2009). Designing a Trading Card Game as Educational Reward System to Improve Students' Learning Motivations. Transactions on Edutainment, III, 116-128. Berlin: Springer-Verlag. (EI)

    我們的團隊

    • 所有成員
    • 現有的成員
    • 過去的成員

    Dr. Maiga Chang

    Project Lead & Principle Investigator

    Full Professor

    School of Computing and Information Systems

    Athabasca University

    Dr. Rita Kuo

    Co-Principle Investigator

    Instructor

    Computer Science & Engineering

    New Mexico Institute of Mining and Technology (New Mexico Tech)

    Eric Cheng-Li Chen

    Leader Programmer (version 3) & Team Lead

    MScIS Thesis Student

    Athabasca University

    Liliana Quyen Tang

    Programmer (Responsive Web Design)

    Research Assistant

    Athabasca University

    Chris Cameron

    Programmer (Anti-Cheating and Anti-Hacking)

    Research Assistant

    Athabasca University

    Philip Kirkbride

    Programmer (Multi-Language Support)

    Research Assistant

    Athabasca University

    Tales Henrique Carvalho

    Programmer (Virtual Player)

    Globalink Research Intern

    Athabasca University

    Peayton Chen

    Leader Programmer (version 1 and 2)

    MSc Thesis Student (graduated)

    Chung-Yuan Christian University

    Thomas Rollins

    Programmer (Virtual Player)

    Research Assistant & Undergraduate Project Student (graduated)

    Athabasca University

    Learn.

    CARDS

    The game is turn-based. Each player acts after the previous player finished his/her actions. When all the players take their turns, the circle will restart again from the first player. The game will stop when one of the players achieved the game goal – if his or her opponent's life point drops to 0. In the game, there are three kinds of cards: Avatar Card, Magic Card and Trap Card. The following table explains their definitions, effects, and attributes.

    Card Categories Card Type Definition Related Attributes
    Avatar Card Avatar Card Fight with other Avatar Card Attacking Power, Hit Point, Size, Race, Rank etc
    Tool Card Magic Card Active: players can use it actively. Magic Card can alter Avatar cards' attribute values. Description/Effect, Duration, Rank, Scope etc.
    Trap Card Passive: players can't use it directly; it will be triggered when opponent attacks.


    GAME FIELDS

    The following figure shows a five-star card – Silver Dragon. It has 30 Health Points and have very high Attacking Power (i.e., 15) and its Defending is also high enough (i.e., 7) when it is placed as defending position (please note that a card can not attack while at defending position; on the other hand, it can not defend itself while at attacking position). Silver Dragon is extra large (XL) which means its dead will make its player lose a lot of life points. As a dragon can fly, doesn't like most of Avatar cars, its attacking range is 2.

    The following figure shows the game field, which has two sides for two players (and the game allows two additional players to join a combat as audience). Each side has four areas: Hand (H), Deck (D), Graveyard (G), and Field where two kinds of cards, Avatar Card (A) and Tool Card (T), can be placed.

    Each player can place his/her Avatar Card into one of six places which are presented in three rows; the first row contains Ap1; the second row contains Ap2 and A p3 ; and the third row contains Ap4, Ap5 and Ap6. Each row makes a sense of "distance" to the others. Therefore, if an Avatar Card's "attack range" is shorter than the distance between it and its target, the player must "move" it first to make it closer to its target (but, the player can never move or put his/her Avatar Card into the opponent's game field of course).

    At the beginning of the game, each player has certain life points (depends on the combat room settings that players did earlier), 30 cards in the Deck and can draw 6 cards from the Deck as the preparation. The goal is to reduce opponent's life points to be zero. On the other hand, if the opponent runs out of his/her cards in the Deck area, the player will also win the game. After both players get ready to start, one of the two players begins his/her first turn. Each player has 3 Action Points (APs) to spend for taking actions. When a player completed his/her turn (i.e., can not do anything further), he or she should click on the End Turn button and allows his/her opponent to play.

    The following figure shows the real game field. We can see the two players are maiga and eric. It is the 3rd turn of their combat. They both have 5 life points. It is eric's turn, so he has 3 Action Points and he is now checking the cards he has in hands. Archaierai is a large card and has enough Health Points and its attacking power is also not bad.

    Learn.

    • Cards
    • Game Field

    The game is turn-based. Each player acts after the previous player finished his/her actions. When all the players take their turns, the circle will restart again from the first player. The game will stop when one of the players achieved the game goal – if his or her opponent's life point drops to 0. In the game, there are three kinds of cards: Avatar Card, Magic Card and Trap Card. The following table explains their definitions, effects, and attributes.

    Card Categories Card Type Definition Related Attributes
    Avatar Card Avatar Card Fight with other Avatar Card Attacking Power, Hit Point, Size, Race, Rank etc

    The following figure shows a five-star card – Silver Dragon. It has 30 Health Points and have very high Attacking Power (i.e., 15) and its Defending is also high enough (i.e., 7) when it is placed as defending position (please note that a card can not attack while at defending position; on the other hand, it can not defend itself while at attacking position). Silver Dragon is extra large (XL) which means its dead will make its player lose a lot of life points. As a dragon can fly, doesn't like most of Avatar cars, its attacking range is 2.

    The following figure shows the game field, which has two sides for two players (and the game allows two additional players to join a combat as audience). Each side has four areas: Hand (H), Deck (D), Graveyard (G), and Field where two kinds of cards, Avatar Card (A) and Tool Card (T), can be placed.

    Each player can place his/her Avatar Card into one of six places which are presented in three rows; the first row contains Ap1; the second row contains Ap2 and A p3 ; and the third row contains Ap4, Ap5 and Ap6. Each row makes a sense of "distance" to the others. Therefore, if an Avatar Card's "attack range" is shorter than the distance between it and its target, the player must "move" it first to make it closer to its target (but, the player can never move or put his/her Avatar Card into the opponent's game field of course).

    At the beginning of the game, each player has certain life points (depends on the combat room settings that players did earlier), 30 cards in the Deck and can draw 6 cards from the Deck as the preparation. The goal is to reduce opponent's life points to be zero. On the other hand, if the opponent runs out of his/her cards in the Deck area, the player will also win the game. After both players get ready to start, one of the two players begins his/her first turn. Each player has 3 Action Points (APs) to spend for taking actions. When a player completed his/her turn (i.e., can not do anything further), he or she should click on the End Turn button and allows his/her opponent to play.

    The following figure shows the real game field. We can see the two players are maiga and eric. It is the 3rd turn of their combat. They both have 5 life points. It is eric's turn, so he has 3 Action Points and he is now checking the cards he has in hands. Archaierai is a large card and has enough Health Points and its attacking power is also not bad.

    教學影片.

    • 所有的影片
    • 一般
    • Flash 版本 v2.51 (英文)
    • Flash 版本 v2.51 (中文)
    • Flash 版本 v2.51 (葡萄牙語)
    • HTML5 版本 (英文)
    • HTML5 版本 (中文)
    • HTML5 版本 (葡萄牙語)

    卡牌遊戲作為教育獎勵

    從紙牌卡牌遊戲到數位卡牌遊戲

    我們的實驗

    [英文] 使用者介面


    [英文] 如何建立與管理牌組


    [英文] 建立一個對戰室


    [英文] 對戰一


    [英文] 對戰二


    [中文] 選擇您要的語言, 登入以及登出

    [中文] 建立您的牌組, 修改暱稱以及密碼

    [中文] 聊天以及建立對戰室

    [中文] 對戰

    [葡萄牙語] 選擇您要的語言, 登入以及登出

    [葡萄牙語] 建立您的牌組, 修改暱稱以及密碼

    [葡萄牙語] 聊天以及建立對戰室

    [葡萄牙語] 對戰

    [英文] 選擇您要的語言, 登入以及登出

    [英文] 建立您的牌組, 修改暱稱以及密碼

    [英文] 聊天以及建立對戰室

    [英文] 對戰

    [中文] 選擇您要的語言, 登入以及登出

    [中文] 建立您的牌組, 修改暱稱以及密碼

    [中文] 聊天以及建立對戰室

    [中文] 對戰

    [葡萄牙語] 選擇您要的語言, 登入以及登出

    [葡萄牙語]建立您的牌組, 修改暱稱以及密碼

    [葡萄牙語] 聊天以及建立對戰室

    [葡萄牙語] 對戰

    卡牌遊戲的價值

    Background

    Past research shows that symbolically educational rewards are invaluable to students if chosen appropriately. Monetary rewards, however, are not encouraged for educational purposes. Additionally, students, regardless of ages and educational levels, tend to enjoy playing card games, though most of them are either commercial or particularly challenging to be used in educational settings. This trading card game therefore is intended to serve as a rewarding system for educational purposes through a variety of learning activities, including classroom participation, discussions, assignments, quiz, exams, to name a few. Importantly, we, instructors and students, which are intended end-users of the game, design the game bu ourselves. The game supports multiple languages, so players who use different languages can still play and compete with one another. each others.

    Use Case

    The game is a discipline independent game, which means, the in-game rewards can be delivered by any teacher in any course. The game is a sort of board game, therefore, the in-game rewards are cards and students need to compete with each other. In order to make students have correct perception and positive attitude towards the competitions, a student’s ranking among all students is based on his/her credits rather than how many matches s/he has won or lost before. The student can get credits for the efforts s/he has tried to make in the match, so s/he still receives credits even s/he loses the match, sometimes, a student who loses the game could even receive more credits than the winner. A student might be able to have more options and strategies in the match if s/he has more in-game rewards and even might be able to defeat his/her opponents easier. Well-designed peer competitions have been proved as a good way to get students motivated and it is the basic idea of this mechanism. For those students who don’t want to compete with others, the in-game rewards (i.e., the cards) have collectable feature just like coins, stamps and hockey cards; students may want to see higher level cards as well as rare cards in their card collection book. The effect of the game-based educational reward mechanism will be kept in student’s mind and the learning motivation engaged by the mechanism can be carried to the followed course. The students may want to get better in-game rewards in the followed course by learning harder and putting more efforts in the assignments, participation, discussions, and etc.

    Want to use for your classes or school?

      Please send us, by email, a proposal which describes your thoughts and plan and also address the following questions:
    • (1) how do you plan to apply the game-based educational rewards to your classes/courses?
    • (2) what courses/classes, at which grade level, are planning to use this game?
    • (3) is there any long-term plan? For instance, can your students earn the cards from different courses at different level?
    • (4) how do you plan to apply the game-based educational rewards to your classes/courses?how do you plan to give your students cards as rewards? For instance, there are three different kinds of cards at five levels, which activity with what kind of performances you plan to give students which kind of cards at what level?

    The game is at http://tcg.game-server.ca


    Questions? If you have any question about the game, please contact Dr. Maiga Chang. We are pleased to help.