Beruflich Dokumente
Kultur Dokumente
PEREZ
Ph.D Filipino
THEORETICAL FRAMEWORK
Simply put, an individual is intrinsically motivated to do something when he/she likes what
they are doing. For instance, artists love painting; they paint for the sake of the activity itself, for
the positive experience of performing not for the potential secondary gains that may arise from
doing what they love.
The core of intrinsic motivation is recognizing that every individual has that activity, action
or behaviour which they love to do and which they are motivated to perform for just this reason.
Extrinsic motivation on the other hand as defined by (Deci & Ryan,1985; Ryan &
Deci,2000) is:
“ a construct that pertains whenever an activity is done in order to attain some separable
outcome.”
This definition posits the contrast between intrinsic and extrinsic motivation by explaining
the difference in motive behind an individual’s involvement in an activity. Whilst one is a
performance for the joy of engaging the other is an action for a different and separate result.
For example, let us imagine two individuals exercise by riding a bike every day. Though both of
them perform the same activity, the driving force could be very different.
If one of them is trying to lose weight and to have better self-esteem, she performs this
activity for this separate outcome. This individual is therefore extrinsically motivated because the
act of riding a bike is for a different outcome than the enjoyment of the exercise itself.
Meanwhile, the second individual loves to ride his bike, though he too will have secondary benefits
from the exercise, he gets on his bike and exercises every day because he enjoys the adrenaline,
freedom, and experience of flow he feels from his favorite sport.
Research has shown that the type or quality of motivation is more important in predicting
successful outcomes than the amount of motivation. Deci and Ryan stated that there are two types
of motivation: autonomous and controlled.
Autonomous motivation deals with intrinsic motivation and types of extrinsic motivation
in which people integrated a value of an activity into their sense of self.
When people are autonomously motivated, they gain self-support and self-advocacy through their
own actions. On the other hand, controlled motivation comprises both external and introjected
regulation.
External and Introjected Regulation
In external regulation, an individual’s behaviour is:
“a function of external contingencies of reward or punishment”.
In introjected relation, the rule of action is somewhat incorporated within one’s self and is
encouraged by various factors (e.g., approval motive, ego-involvements, etc.).
When people are controlled, they will have to act, think and feel in certain ways. Both types of
motivation excite and instruct behaviours.
The SDT Continuum
Controlled motivation relates to motivation that arises from external contingencies and introjected
regulation whilst autonomous motivation is defined as the type of motivation which individuals
ideally have integrated into their sense of self where they can perceive the inherent value of a
specific activity or behaviour.
Deci & Ryan (1985) go further still by recognizing that both autonomous and controlled
motivation are comprised of factors of extrinsic and intrinsic motivation. Here is figure showing
the continuum of motivation as explained in the SDT:
In addition, the SDT presents two sub theories to account for a more nuanced understanding of
intrinsic and extrinsic motivation. These sub theories are Cognitive Evaluation Theory (CET)
and Organismic Integration Theory (OIT) which help explain intrinsic motivation with regards
to its social factors and the various degrees of contextual factors that influence extrinsic motivation
(Deci & Ryan, 2000). Let’s take a deeper look:
Cognitive Evaluation Theory (CET)
According to CET intrinsic motivation can be facilitating or undermining, depending on the social
and environmental factors in play. Referring to the Needs Theory, Deci & Ryan (1985,2000) argue
that interpersonal events, rewards, communication and feedback that gear towards feelings of
competence when performing an activity will enhance intrinsic motivation for that particular
activity.
However, this level of intrinsic motivation is not attained if the individual doesn’t feel that the
performance itself is self- determined or that they had the autonomous choice to perform this
activity.
So, for a high level of intrinsic motivation two psychological needs have to be fulfilled:
The first is competence so that the activity results in feelings of self-development and efficacy.
The second is the need for autonomy that performance of the chosen activity was self-initiated or
self-determined.
Thus for CET theory to hold true, motivation needs to be intrinsic and have an appeal to the
individual. It also implies that intrinsic motivation will be enhanced or undermined depending on
whether the needs for autonomy and competence are supported or thwarted respectively.
It is believed that the use of the needs for autonomy and competence are linked to our motivations.
Deci conducted a study on the effects of extrinsic rewards on people’s intrinsic motivation.
Results showed that when people received extrinsic rewards (e.g., money) for doing something,
eventually they were less interested and less likely to do it later, comparing to the people who did
the same activity without receiving the reward.
The results were interpreted as the participants’ behaviour, which was initially intrinsically
motivated, became controlled by the rewards which lead to undermined sense of autonomy. This
concept is beautifully explained in the video by RSA animate that came by already.
Organismic Integration Theory (OIT)
The second sub theory is Organismic Integration Theory (OIT) that argues that extrinsic
motivation depends on the extent to which autonomy is present.
In other words, extrinsic motivation varies according to the internalization and integration of the
value of the activity. Internalization is how well the value of an activity is felt while integration
explains the process of individual transformation from external regulation to their own self-
regulated version (Ryan & Deci,2000).
For instance, school assignments are an externally regulated activity. Internalization in this
situation can be understood as the child seeing the value and importance of the assignment while
integration in this situation would be the degree to which he perceives performing the assignment
as his own choice.
The OIT thus offers us a greater perspective on the different levels of extrinsic motivation that exist
and the processes of internalization and integration, which could eventually result in the
autonomous choice of performing the activity for its intrinsic perceived joy and value.
What Really Motivates Us?
In a research project, giving people positive feedback about their performance on an activity
increased intrinsic motivation. Deci claimed that positive feedback can satisfy people’s need for
competence and this can, in turn, enhance our intrinsic motivation. Positive feedback is seen as a
social approval.
Due to our need for competence, we want to belong to and connect with other people. Since
affection and verbal approval are not seen as a controlled stimulus, our intrinsic motivation tends
to increase.
Some research indicated the relationship between the need for relatedness and intrinsic motivation.
However, this relationship seems to be less substantial than the relationship between intrinsic
motivation and the need for autonomy or competence.
BALANGKAS TEORETIKAL
(SELF-DETERMINATION THEORY- SDT)
Lander (2015) presents the Theory of Gamified Learning, which provides a framework
by which to deploy gamification successfully in instruction. There are two major ways to do it.
For example, we already know that students who take a moment to pause and think about their
learning while studying (called meta-cognition) tend to learn more. So a gamification effort
targeted at increasing meta-cognition is likely to improve learning. It’s not necessarily going to
be transformative or revolutionary or powerful or whatever other gag-inducing word you want to
come up with. Instead, it’s quite simple: when we use game elements to help people do what
they know they should do anyway, everyone wins.
A great example of this sort of process are gamified fitness apps. Everyone knows they
should exercise. We’re bombarded with messages about obesity epidemics and shorter
lifespans and all sorts of horrible things. We know this. It’s quite clear at this point – exercise is
good for you, vital even. Yet despite that clarity of purpose, it can be quite the fight uphill to
drag oneself to the gym. Fitness apps make that a little less of a drag by promising a quick and
easy reward/recognition once the workout is complete. It’s not compelling you to act
differently. It’s not forcing you to play. It just encourages you to do something that you know
you should be doing anyway.
Effective gamification in education that takes this first approach follows the same idea.
Effective gamification in education encourages learners to do things they know they should be
doing anyway, or perhaps even a step further, it encourages learners to try things they might
otherwise be too afraid or indifferent to try.
This is why one of the motivational principles of the Theory of Gamified Learning is that
you shouldn’t force learners into participating. Gamification should always recognize and
encourage behaviors that are helpful, but not critical. If an activity is critical to learning, it’s not
a game. But if it’s something that would be good for learning, game away.
Second, gamification efforts can increase a learner behavior that makes existing
instruction more effective.
For example, imagine you’ve spent hours developing what is a fabulous set of review
questions. You’ve made amazing connections that will make everything so clear! But your
learners just aren’t into it. Engagement is low. So we need to increase engagement. This is the
process by which review games work – it’s not that the review game itself teaches you anything.
Instead, by presenting the review questions as a game, you encourage students to really think
about the answers to the questions in a way that they would not otherwise have tried.
Either approach can be effective. But it must be targeted. You can’t simply throw gamification at
learning and hope it to stick. One of these two processes must be targeted, which are summarized
in the figure below.
4. Progress bars provide information about the current status of a player towards a goal.
Progress bars and performance graphs each focus on individual players and their progress.
While progress bars symbolize progression towards a goal, performance graphs furthermore
compare the individual scores to previously achieved scores. The following mechanisms are
activated: - Both progress bars and performance graphs provide feedback. - Progress bars provide
clear goals.
5. Performance graphs provide information about a players’ performance, compared to previous
performance.
Performance graphs compare players’ performance to previous performances and thereby
focus on improvement and foster a mastery orientation regarding goals.
6. Quests are little tasks, players have to fulfil within a game.
Quests are little tasks, which usually show a person the directly linked rewards. This fosters
the transparency of a possible success of action. Thus following motivational mechanisms are
primarily addressed: - Quests provide clear goals. - Quests highlight resulting consequences of a
goal. - Quests emphasize importance of a players’ action within a giver situation.
7. Meaningful stories players live trough within gamification.
Meaningful stories are often wrapped around certain activities. This stories primary
activate the following mechanisms: - Stories can meet the players’ interest and spark interest for
the situational context. - By offering a variety of stories and meaningful choices within the stories,
feelings of autonomy can arise. - Inspiring stories can also foster and increase positive feelings
8. Avatars are visual representations a player can choose within gamification.
Avatars and profile development relate to a player’s visual representation in form of a
chosen character, which can take different developmental stages. Primary motivational
mechanisms are the following: - Choices regarding the offered avatars, which are leading to
different forms of gameplay, can foster feelings of autonomy - Positive feelings and emotional
bonds can arise by providing avatars and by taking a developmental progress with the avatar.
9. Profile development refers to the development of avatars and attitudes belonging to such avatars.
All these elements fulfill different functions. Before these functions will be described and
linked to motivational pull of each element, an overview of psychological perspectives on
motivation will be introduced in the next section. Thus motivational mechanisms will be derived
from each perspective, which will be linked to above mentioned elements.
Single elements can help to enhance certain feelings, like feelings of competence,
autonomy and social relatedness, but these feelings tend to refer to an overall experience within
the gamification environment. Also emotions rather refer to an experience, the player undergoes
within gamification, then to single elements. Thus it is important to be aware of the relationship
of different elements. Single elements fulfill different functions, but in interaction with each other
they can have varying and complex motivational effects.
References:
Deci, Edward L. and Ryan, Richard M. (2000). “Intrinsic and Extrinsic Motivations: Classic
Definitions and New Directions”, University ofRochester @ 2000 Academic Press
Contemporary Educational Psychology, Volume 25, pp.54-67
Landers, R.N. (2015). Developing a Theory of Gamified Learning: Linking serious games and
gamification of learning Simulation & Gaming.” Old Dominion University, USA,
Volume: 45 issue: 6, page(s): 752-768
Di-Malayang Baryabol:
Pangangailangang Sikolohikal
a. Competence- ang pagnanais ng mga mag-aaral na kontrolin ang nangyayari sa loob ng klase
at ang kalalabasan ng mga pangyayari. Ito din ang kagustuhan ng mga mag-aaral na maging
maayos ang kalalabasan ng mga gawain at ang kagustuhang malaman ang resulta ng kanilang
ginawang pagkilos.
b. Relatedness- ang pagnanais na makisalamuha, maging konektado, at makaranas ng
pangangalaga mula sa iba. Ang mga gawain o aktibidad ay kinasasangkutan ng kapwa mag-aaral
at sa pamamagitan nito, nakadarama ng pagkaling mula sa iba ang mga mag-aaral.
Malayang Baryabol:
1. Elemento ng Laro
Ito ang itinuturing na pangunahing sangkap ng gamification kung saan inilalarawan ang
ispesipikong katangian ng mga laro na mailalapat sa gamification. Ang mga sumusunod ang
element ng laro ayon kina Sailer et.al (2013):
1.1 Puntos o Iskor
Nakakakuha ng puntos ang mga mag-aaral sa mga gawaing nilapatan ng mga laro.
Isa ito sa pinaka pangkaraniwang matatanggap ng mga mag-aaral sa pagsali sa mga
palaro ng guro. Bagaman sa unang tingin ay payak ang elementong ito, may likas itong
mekanismong pangganyak na madaling makahikayat sa mga mag-aaral.
1.2 Badge
Ang badge ay anumang bagay na nagsisilbing patunay o representasyon ng
tagumpay o pagkapanalo. Sa pamamagitan ng mga ibinibigay na badge ng guro,
napupunan nito ang pangangailangan ng mag-aaral sa katagumpayan. Gayundin
nagsisilbi itong simbolo ng katanyagan. Ito din ay maaaring pagkakilanlan ng pangkat na
kinabibilangan sa pamamagitan ng pagbabahaginan ng mga karanasan at gawain ng
magkakapangkat. Ang mag-aaral ay nakadadama ng katagumpayan sa
pakikipagkumpetensiya (competence) sa tuwing makakatanggap ng badge.
1.3 Leatherboard
Ito ay talaan ng mga manlalaro na kadalasang nakaayos ayon sa mga nakuhang
puntos. Makikita dito ang mga nangunguna o panalo sa isang laro. Maaaring itong
maging kritikal kung pagbabatayan ang proseso ng motibasyon, sapagkat iilan lamang
ang makikitang nasa taas ng leatherboard habang maaaring ang karamihan sa mga mag-
aaral na wala ang pangalan o nasa ibaba ng leatherboard ay mawawalan na ng interes sa
paglalaro. Walang dudang makadadagdag ito sa motibasyon ng mga mag-aaral kung
gagawing pangkatan ang pagpupuntos. Kung sa indibidwal naman, makapagpapatatag ito
ng kumpetisyon lalo na sa mga gustong umangat ang pangalan sa itaas ng
leatherboard.Matutugunan nito ang pangangailangang makisalamuha (relatedness) at
mabibigyang pansin ang kolaborasyon sa mga gawain.
1.6 Quests
Ito ay maliliit na gawaing nakapaloob sa isang laro na kailangang matapos.
Kadalasang naipapakita sa manlalaro ang kaugnay nitong pabuya o gantimpala.
Malinaw na naipapakita nito ang layunin. Nakatuon ito sa kahalagahan ng pakilos ng
manlalaro sa isang tiyak na sitwasyon.
1.7 Meaningful stories
Ang mga manlalaro ay animo’y mga karakter ng laro. Ito ang kadalasang bumabalot
sa isang uri ng laro. Ang mga kuwentong ito ay nakakakuha ng interes ng mga manlalaro.
Sa pamamagitan ng paggamit ng iba’t ibang kuwento at pagbibigay ng kalayaan sa mag-
aaral na makapili ng kuwento, umuusbong ang pakiramdam na mayroon silang
awtonomiya (autonomy) sa klase. Ang mga nakakahikayat na kuwento ay makakapagdulot
ng positibong pakiramdam sa mga mag-aaral.
1.8 Avatars
Ito ay biswal na representasyon ng mga karakter sa mga laro kung saan maaaring
pumili ang mga manlalaro na dadaan naman sa iba’t ibang antas. Ang pamimili ng mga
mag-aaral sa kung ano ang nais nilang avatar mula sa mga pagpipiliang inilahad ng guro
ay makapagpapataas sa pakiramdam na mayroon silang awtonomiya.