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Motivation




Twitter:@kkapp
Agenda

          1                                        2
                                        What rewards are the
                                          most effective?
    What are the types of
reward structures for learning?




                                  3
                 How do various types of rewards
                            motivate?
Intrinsic Motivation


              Motivation

                        Extrinsic
                       Motivation
Types of Achievements
Measurement Achievement -Completing a task to a
certain degree.

Measured against:
- other player’s performance.
- their own past performance.
- standard set by game designer.

It is evaluative in nature.
Types of Achievements
Measurement Achievement -Completing a task to a certain
degree.
                                     Measurement Achievements
Measured against:                     are evaluative because they
                                   allow learners to reflect on their
- other player’s performance.       performance in relation to goal
- their own past performance.      they have set for themselves or
- standard set by game designer.   that have been set in the game.

It is evaluative in nature.

     Think of a scale.
Types of Achievements
Completion Achievement -Completing a task.

Does not tell a learner how well they have done.

Primarily binary—you’ve completed a task or you haven’t
Best Practice

Use measurement achievements instead
of completion achievements to increase
Intrinsic motivation through feedback.
Types of Task
Boring Task –Something a learner doesn’t want to do.

A task the learner would not engage in unless they received something
in return.
Type of Task
Interesting Task –Task the player would engage in without any
additional motivation.

No need to provide rewards but, do provide feedback.



Make achievements
attentional.
Type of Task
Interesting Task –Task the player would engage in without any
additional motivation.

No need to provide rewards but, do provide feedback.



Make achievements
                        Attentional-Focus the learner’s
attentional.
                        attention on important lessons
                        or strategies used for the task.
Best Practice

Reward players for boring tasks and give
them feedback for interesting tasks.
Make achievements for interesting tasks
attentional.
Yes, you picked
correctly, you recive
 the X-Ray Award




                                        © Karl M. Kapp 2007
www.gadgetsgamesandgizmos.
                             Feel free to use but please site source and
com
                                                book
Achievement Difficulty
Achievement Difficulty–An achievement should be the result of
overcoming a challenging goal for a learner to fulfill as moderate
difficulty leads to superior gains in performance and a greater sense
of accomplishment upon completion.

Achieving a goal increases a learner’s confidence.
Achievement Difficulty
Use verbal “boosts” to motivate players through
difficult achievements.
Best Practice

Make achievements challenging for the
greatest returns in learner performance
and learning. Phrase achievements and
design interaction to increase player
confidence and reflection on task.
Good job! You have
       Good job! You have
X     properly aligned the
       properly aligned the
    antenna by placing it 14
    antenna by placing it 14
    inches from the plane.
     inches from the plane.
Goal Orientation
Performance Orientation – Learners who favor performance
orientation are concerned with other people’s assessment of
their competence.

These are direct goals like time and points earned.

This tends to result in less risk-taking and less in-game
exploration.

When individuals are given performance-oriented goals, they
typically perform better only with simple, non-complex tasks.
Goal Orientation
Mastery Orientation – Learners who favor mastery orientation are
concerned with improving their proficiency.

Learner’s with this mindset will accept errors and seek challenging
task that provide them with an opportunity to develop their
competences.
Goal Orientation
Mastery Orientation –

When given mastery goals, players will have more self-confidence
and utilize more effective strategies. Research shows that people
given master-oriented goals perform better on complex tasks.

Create achievements that acknowledge that effort players are
putting forth and support them during challenges.
Best Practice

For learning tasks requiring creativity or
complicated strategies, instill mastery
orientation.
Achievement Expectancy
Unexpected Achievement– Occur when a learner did not anticipate
receiving an achievement. They perform a task with no expectancy
of receiving a reward.

Unexpected achievements can be used to encourage creative play
and exploration in a game environment.
Achievement Expectancy
Expected Achievement– Expected achievements allow learners to
set goals for themselves before they begin. There are for well-
established benefits to having learners set goals for themselves.

1- Goals will allow the learner to have objectives and allocate their
resources to complete them.
2-Having a goal increases the amount of effort someone is willing to
put into a task.
3-Learners who have goals are less likely to give up when they
encounter a difficult task.
4-Learners who set goals for themselves will acquire new knowledge
and skills to meet those goals.
Best Practice

Primarily use expected achievements so players
can establish goals for themselves and create a
schema of the game (information to be
learned).

Make sure achievement descriptions accurately
reflect what needs to be done by the player and
what is important.
Negative Achievements
Negative Achievement– Earning a negative achievement can cause
a player to lose their sense of competence and independence which
will make their game playing experince less fulfilling. .
Best Practice

Don’t use negative achievements as a
punishment for failure. Provide feedback
within the system that can assist
struggling players.
Achievements as Currency
Currency– Earned achievements can be sued as virtual currency in
games. The learner then can then “buy” items or rewards they see
as valuable within the game. Currency rewards have a high return
on task performance.
Best Practice

Offer players currency for completing
tasks instead of rewards to give them a
greater sense of control. Use a currency
system to enhance a game, but be
careful that currency acquisition doesn’t
become the main reason the learners
play the game.
Incremental & Meta Achievements
Incremental– Occur for completing more than one task in sequence.
Incremental achievements are awarded in a chain for performing
the same task through scaling levels of difficulty.

Make the spacing between the incremental achievements, both in
time and in-game location, separated enough so the players don’t
feel too controlled.
Incremental & Meta Achievements
Incremental and meta achievements can be used as a type of
scaffolding, a “training wheels” approach used in teaching. Here,
learners are given a seemingly complex task to do, only its broken
into smaller pieces and sequenced. Each time they perform a small
portion of the task they are rewarded.
Best Practice

Use incremental and meta achievements
to hold the learner’s interest for longer
period of time and guide them to related
activities.
Cooperative Achievements
Cooperative Achievements – Earned by learners working toward a
goal together. Cooperative environments have been associated with
academic achievement increased self-esteem and higher positivity
when evaluating peers.

A good way to do this is to encourage experienced learners to help
novices within the game.
Cooperative Achievements
The metrics used for earning achievements should assess individual
performances within the group setting.

The groups should be kept relatively small to decrease social loafing
and process loss.
Best Practice
To foster a cooperative environment,
offering achievements for more
advanced learners to assist less
experienced learners should be
considered as an option. Keep groups
small.
Summary
•   Type of Achievement,
•   Achievement Difficulty
•   Goal Orientation
•   Expected or Unexpected
•   Achievement as Currency,
•   Don’t Use Negative Achievements,
•   Incremental and Meta-achievement
•   Cooperative Achievements.
Assignment:


Create a reward structure for the project you are current working
on.


Considerations:
Type of task, type of achievement, achievement difficulty, goal
orientation, expected or unexpected, currency, negative
achievement, meta-achievement and/or cooperative achievements.

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Looking at In Game Achievements (Motivation)

  • 2. Agenda 1 2 What rewards are the most effective? What are the types of reward structures for learning? 3 How do various types of rewards motivate?
  • 3. Intrinsic Motivation Motivation Extrinsic Motivation
  • 4. Types of Achievements Measurement Achievement -Completing a task to a certain degree. Measured against: - other player’s performance. - their own past performance. - standard set by game designer. It is evaluative in nature.
  • 5. Types of Achievements Measurement Achievement -Completing a task to a certain degree. Measurement Achievements Measured against: are evaluative because they allow learners to reflect on their - other player’s performance. performance in relation to goal - their own past performance. they have set for themselves or - standard set by game designer. that have been set in the game. It is evaluative in nature. Think of a scale.
  • 6. Types of Achievements Completion Achievement -Completing a task. Does not tell a learner how well they have done. Primarily binary—you’ve completed a task or you haven’t
  • 7. Best Practice Use measurement achievements instead of completion achievements to increase Intrinsic motivation through feedback.
  • 8.
  • 9. Types of Task Boring Task –Something a learner doesn’t want to do. A task the learner would not engage in unless they received something in return.
  • 10. Type of Task Interesting Task –Task the player would engage in without any additional motivation. No need to provide rewards but, do provide feedback. Make achievements attentional.
  • 11. Type of Task Interesting Task –Task the player would engage in without any additional motivation. No need to provide rewards but, do provide feedback. Make achievements Attentional-Focus the learner’s attentional. attention on important lessons or strategies used for the task.
  • 12. Best Practice Reward players for boring tasks and give them feedback for interesting tasks. Make achievements for interesting tasks attentional.
  • 13. Yes, you picked correctly, you recive the X-Ray Award © Karl M. Kapp 2007 www.gadgetsgamesandgizmos. Feel free to use but please site source and com book
  • 14. Achievement Difficulty Achievement Difficulty–An achievement should be the result of overcoming a challenging goal for a learner to fulfill as moderate difficulty leads to superior gains in performance and a greater sense of accomplishment upon completion. Achieving a goal increases a learner’s confidence.
  • 15. Achievement Difficulty Use verbal “boosts” to motivate players through difficult achievements.
  • 16. Best Practice Make achievements challenging for the greatest returns in learner performance and learning. Phrase achievements and design interaction to increase player confidence and reflection on task.
  • 17. Good job! You have Good job! You have X properly aligned the properly aligned the antenna by placing it 14 antenna by placing it 14 inches from the plane. inches from the plane.
  • 18. Goal Orientation Performance Orientation – Learners who favor performance orientation are concerned with other people’s assessment of their competence. These are direct goals like time and points earned. This tends to result in less risk-taking and less in-game exploration. When individuals are given performance-oriented goals, they typically perform better only with simple, non-complex tasks.
  • 19. Goal Orientation Mastery Orientation – Learners who favor mastery orientation are concerned with improving their proficiency. Learner’s with this mindset will accept errors and seek challenging task that provide them with an opportunity to develop their competences.
  • 20. Goal Orientation Mastery Orientation – When given mastery goals, players will have more self-confidence and utilize more effective strategies. Research shows that people given master-oriented goals perform better on complex tasks. Create achievements that acknowledge that effort players are putting forth and support them during challenges.
  • 21. Best Practice For learning tasks requiring creativity or complicated strategies, instill mastery orientation.
  • 22. Achievement Expectancy Unexpected Achievement– Occur when a learner did not anticipate receiving an achievement. They perform a task with no expectancy of receiving a reward. Unexpected achievements can be used to encourage creative play and exploration in a game environment.
  • 23. Achievement Expectancy Expected Achievement– Expected achievements allow learners to set goals for themselves before they begin. There are for well- established benefits to having learners set goals for themselves. 1- Goals will allow the learner to have objectives and allocate their resources to complete them. 2-Having a goal increases the amount of effort someone is willing to put into a task. 3-Learners who have goals are less likely to give up when they encounter a difficult task. 4-Learners who set goals for themselves will acquire new knowledge and skills to meet those goals.
  • 24. Best Practice Primarily use expected achievements so players can establish goals for themselves and create a schema of the game (information to be learned). Make sure achievement descriptions accurately reflect what needs to be done by the player and what is important.
  • 25. Negative Achievements Negative Achievement– Earning a negative achievement can cause a player to lose their sense of competence and independence which will make their game playing experince less fulfilling. .
  • 26. Best Practice Don’t use negative achievements as a punishment for failure. Provide feedback within the system that can assist struggling players.
  • 27. Achievements as Currency Currency– Earned achievements can be sued as virtual currency in games. The learner then can then “buy” items or rewards they see as valuable within the game. Currency rewards have a high return on task performance.
  • 28. Best Practice Offer players currency for completing tasks instead of rewards to give them a greater sense of control. Use a currency system to enhance a game, but be careful that currency acquisition doesn’t become the main reason the learners play the game.
  • 29. Incremental & Meta Achievements Incremental– Occur for completing more than one task in sequence. Incremental achievements are awarded in a chain for performing the same task through scaling levels of difficulty. Make the spacing between the incremental achievements, both in time and in-game location, separated enough so the players don’t feel too controlled.
  • 30. Incremental & Meta Achievements Incremental and meta achievements can be used as a type of scaffolding, a “training wheels” approach used in teaching. Here, learners are given a seemingly complex task to do, only its broken into smaller pieces and sequenced. Each time they perform a small portion of the task they are rewarded.
  • 31. Best Practice Use incremental and meta achievements to hold the learner’s interest for longer period of time and guide them to related activities.
  • 32. Cooperative Achievements Cooperative Achievements – Earned by learners working toward a goal together. Cooperative environments have been associated with academic achievement increased self-esteem and higher positivity when evaluating peers. A good way to do this is to encourage experienced learners to help novices within the game.
  • 33. Cooperative Achievements The metrics used for earning achievements should assess individual performances within the group setting. The groups should be kept relatively small to decrease social loafing and process loss.
  • 34. Best Practice To foster a cooperative environment, offering achievements for more advanced learners to assist less experienced learners should be considered as an option. Keep groups small.
  • 35. Summary • Type of Achievement, • Achievement Difficulty • Goal Orientation • Expected or Unexpected • Achievement as Currency, • Don’t Use Negative Achievements, • Incremental and Meta-achievement • Cooperative Achievements.
  • 36. Assignment: Create a reward structure for the project you are current working on. Considerations: Type of task, type of achievement, achievement difficulty, goal orientation, expected or unexpected, currency, negative achievement, meta-achievement and/or cooperative achievements.