Saturday, July 20, 2013

E-tivity 4-2

Why do instructional designers pay more attention to motivational and volitional factors now than in the past?
Separate studies into learning and motivation seem to have been around since Freud’s psychoanalytic theories in the early 20th Century. There were Skinner’s behaviourism and Maslow’s ‘hierarchy of needs’ in the 1950s. In the 1960’s and 1970’s, Bandura, Bruner, Piaget, Vygotsky and Gagne were theorising about cognitivism. In 1979 Keller published an article called “Motivation and Instructional Design: A theoretical Perspective” which drew together the theories of instructional design and motivation (Keller & Deimann, 2012, p.84). According to Keller and Deimann (2012, p.84) there “has been a steady growth of interest in this topic”. Keller (2008) also points out that “technology-assisted learning systems are being developed at ever increasing rates”.

Technology has changed in the last 30 years with the introduction of computers in the 1980s, the World Wide Web in the 1990s and the explosion of social media in the early 21st century. These have all impacted on the methods used in learning. There are more options for learning than the traditional classroom concept. Since learners are increasingly self-directed, instructional designers need to understand motivational and volitional factors so they can incorporate techniques and strategies in the learning packages to keep the students focused and working on their learning. The new technologies also create more opportunities for learning objects to be more inspirational and motivating, which should mean the learners are more likely to work towards their learning goals.

References
Keller, J.M. 2008 First principles of motivation to learn and e3-learning Distance Education
Vol. 29, No. 2, 175–185. (Abstract online retrieved 20 July 2013)

Keller, J.M. & Deimann, M. 2012 Motivation, Volition and Performance in R. Reiser & J. Dempsey (eds) Trends and Issues in Instructional Design and Technology. (3rd ed) New Jersey:Merrill. pp 84-91.

Further reading:

Edgar, Don W. 2012 Learning Theories and Historical Events Affecting Instructional Design in Education: Recitation Literacy Toward Extraction Literacy Practices. Sage (online retrieved 20 July 2013)


What are some of the points from the reading that have either changed or confirmed your views about motivation in learners?
The categories in the ARCS model provide a good description of why someone may want to learn. Learners certainly begin with a need to know something, (Attention). They must also want to act on that need (Relevance) and believe they will succeed, (Confidence). This belief in success may be internal, but could also be a result of external factors such as encouragement from others. The corollary to this belief in success is that when a student is not confident they will not necessarily put in much effort. I have seen students work extremely hard to master some concepts, whilst saying they didn’t believe they would ever understand. The need to know is more motivating than the belief in success. Satisfaction is also a good motivator. When a student realises they can achieve something, they are willing to put in some effort to continue to succeed.


References
Keller, J. 2008 An Integrative Theory of Motivation, Volition and Performance. Technology, Instruction,Cognition and Learning, Vol 6. 79-104.

What do game designers know about motivation?
In the TED talk, McGonigal (2010) describes the feelings of an “epic win”. This is the feeling of success in achieving something that may have seemed unachievable. She says using games makes people feel better. She also refers to gamers having a desire to immediately tackle an obstacle. In her interview with Zetter (2010) McGonigal describes how game creators use emotional and storytelling strategies to keep the gamers’ interest. McGonigal (Zetter, 2010) claims that 62% of executives play games to feel more productive. Apparently getting instant results in a game creates a sense of “blissful productivity”. According to Conrad and Donaldson (2004, p.94) games are motivating learning methods because participants can get involved and make decisions. They claim “instruction through the act of involvement is the goal of effective simulation”.

I have observed that intense concentration when people play games. I have been there myself, when I think “I’ll just reach this target and then do something else”. However there often appears some other challenge that needs to be achieved before the initial goal can be reached. There seems to be more than just an escape from reality. Problems can always be solved, and characters can have second chances if something doesn’t quite work out. The gamer also has control over a lot more in a fantasy world than the real world. Having control, and a more likely chance of success, seem to me to be the motivation behind people playing games. Game designers know this and employ the tactics of being challenging, letting users make decisions and be part of a big picture.

McGonigal (2010) also refers to the collaboration and social aspects of the success of gaming. These could also be very useful features to incorporate into learning material. Students do not have to feel isolated. This is important, not as a motivating attribute, but what I consider something to stop people from losing motivation.

References
Conrad, R. & Donaldson, J.A. 2004 Engaging the online learner: resources for creative instruction. Jossey-Bass. (online. Retrieved 22 July 2013)

McGonigal, J. 2010 Gaming can make a better world. TED talk.

Zetter, K. (2010) TED 2010: Reality Is Broken. Game Designers Must Fix It. Wired (online retrieved 21 July 2013)
http://www.wired.com/business/2010/02/jane-mcgonigal/

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