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John Keller’s
ARCS Model of Motivation
Attention


• What keeps your
  attention during
  a game?
Attention
Variability      Change of tone, movement,
                 media, and environment,
                 new challenges. Going from
                 one level to the next.


Concreteness     Use visual images,
                 anecdotes and biographies.

Conflict         An adversary, an obstacle to
                 overcome. A challenge that
                 faces the player.
Attention
Humor             Include humor within the
                  game (need to be careful).


Discovery         What is over here? What if I
                  try this?

Participation     Actively doing something
                  that makes a difference
                  within the game space.
                  Social aspects of games.
Consider using
the “En Media
Res” technique
Level One: Talking with the receptionist.
Level Two: Talking with the nurse gatekeeper.
Level Three: Talking with the physician.
Most games have challenges
that serve to gain the learner’s
   attention. Starting with a
 challenge encourages action
         and curiosity.




  Jones, B., Valdez, G., Norakowski, J., & Rasmussen, C. (1994). Designing learning and technology for educational reform. North
   Jones, B., Valdez, G., Norakowski, J., & Rasmussen, C. (1994). Designing learning and technology for educational reform. North
  Central Regional Educational Laboratory. [Online]. Available: http://www.ncrtec.org/capacity/profile/profwww.htm and
   Central Regional Educational Laboratory. [Online]. Available: http://www.ncrtec.org/capacity/profile/profwww.htm and
  Schlechty, P. C. (1997). Inventing better schools: An action plan for educational reform. San Francisco, CA: Jossey-Bass
   Schlechty, P. C. (1997). Inventing better schools: An action plan for educational reform. San Francisco, CA: Jossey-Bass
• How are you going to gain
  and maintain the ATTENTION
  of the learner?
Relevance




• When does the a
  game or learning
  event seem relevant to
  the learner?
Relevance
Experience         Show how new learning is
                   related to prior knowledge
                   and related to learner
                   interests.

Present Worth      Explain the current value of
                   the instruction.

Future Use         Relate information to future
                   goals and activities.
Relevance
Modeling      Show how the actions in the
              game model real-life
              actions.

Choice        Allow learners to make
              relevant choices throughout
              the game.
What are some specific
RELEVANCE activities or content
you can add to keep your training
motivating for the learner?
Confidence




    What makes a
    person feel
    confident when
    they are playing
    a game?
Success helps
 Success helps
  people feel
  people feel
  confident.
   confident.
Scaffolding: Process of controlling
the task elements that initially are
  beyond the learner’s capacity.


                                   Guided Practice. Step-by-step
                                  instructions and then fading of
                                            instruction



    Having different entry points into a learning module
    provides players with the confidence that they can
    enter the learning and be successful.
Risk Taking– Good video games lower the consequences of
failure; players can start from the Last saved game when they
fail.

In fact, in a game, failure is a good thing. Players actually use
failure as way of finding out information with the game.
James Paul Gee, University of Wisconsin-Madison
Confidence


Learning          Inform players of the goals,
Requirements      objectives, and requirements
                  of the game.

Difficulty        Sequence information and
                  action in the order of
                  increasing difficulty at a
                  reasonable pace.
Confidence


Expectations      Provide a preview of what is
                  in store for the player so they
                  can have realistic
                  expectations.

Attributions      Help player attribute their
                  success to the amount of
                  effort they spend. This can
                  translate as coins, points or
                  rewards.
What are some specific
CONFIDENCE activities or
content you can add to keep
your training motivating for the
learner?
Satisfaction



When do you feel
satisfied with the a
game or learning
event?
Simulation/games build more confidence for
        on the job application of learned knowledge
                 than classroom instruction.


                                                                                  20% higher
                                                                                  confidence
                                                                                    levels.




Sitzmann, T. (2011) A meta-analytic examination of the instructional effectiveness of computer-based
simulation games. Personnel Psychology .Review of 65 studies. Chapter 4 “The Gamification of Learning and
Instruction.”
Satisfaction


Positive Outcomes   Winning, receiving
                    constructive feedback,
                    praise, and personal
                    attention.

Realistic Setting   Successfully using skills in a
                    realistic setting.

Overcoming          When an obstacle is
Obstacles           overcome, please feel
                    satisfaction.
What are some specific
SATISFATION activities or
content you can add to your
instruction to keep the training
motivating for the learner?
John Keller’s
ARCS Model of Motivation
Summary of ARCS Model

Attention           Relevance Confidence Satisfaction
   Variability        Experience       Learning        Positive
   Concreteness       Present Worth   Requirements     Outcomes
   Conflict           Future Use       Difficulty      Realistic Setting
   Humor              Modeling         Expectations    Overcoming
   Inquiry            Choice           Attributions   Obstacles
   Participation                       Risk Taking
Flow State
What Builds Flow?

-   Achievable Task
-   Concentration
-   Clear Goals
-   Feedback
-   Effortless Involvement
-   Control Over Actions
-   Concern for Self Disappears
-   Loss of Sense of Time
Two Types of Motivation



Intrinsic             Extrinsic
Intrinsic and extrinsic motivation can be viewed
as two largely mutually independent constructs
rather than the opposite ends of a single
dimension.




Research indicates that in the classroom intrinsic
and extrinsic motivation do coexist.
Extrinsic Motivation
• External motivations that encourage people to
  continue an activity even when they are not
  internally motivated
  – Extrinsic motivation is least likely to work when
    the external rewards are functionally superfluous
    (not needed to engage the learner) and not
    informative about the student’s level of ability or
    knowledge level regarding the task
Badges, Points , Awards and Leaderboards are all
                Extrinsic Motivators …




Extrinsic Motivators work best when paired with
              intrinsic motivation…
Pressing a button and watching a bar progress has
 no intrinsic value and leads to little motivation.
On the other hand, having a progress bar here led
     to 20% increase in profile completions.
In games like Super Mario Brothers, coins are
    collected and players are rewarded for
    having a large number of coins. This is
   extrinsic motivation which keeps players
           playing to get more coins.
Use coins, points and rewards to provide feedback
on performance, updates on progress and level of
                   correctness.
Intrinsic Motivation
• Internal motivation elements are what keeps
  the players interest for the longest time.
  Tapping into the underlying intrinsic
  motivation engages the player and keeps
  them returning to the game.
Games like The Sims tap into the
                          intrinsic motivation most people have
                             regarding desired career paths.




   Rewards for high performance
appears to strengthen the perception
       of freedom of action
Self-Determination Theory
• Self-Determination Theory
  – Autonomy
  – Competence
  – Relatedness
Autonomy or Producers– Players are producers, not just
consumers, they are “writers” not just “readers.” Even at its
simplest level, players co-design games by the action they take
and decision they make.

James Paul Gee, University of Wisconsin-Madison
Competence or Pleasantly Frustrating– Good games stay
within, but at the outer edge, of the players “regime of
competence” (diSessa, 2000) Challenges in a game are
challenging but feel “doable.”

This is motivational. (Confidence from the ARCS model of
motivation.)
James Paul Gee, University of Wisconsin-Madison




   diSessa, A. A. Changing Minds: Computers, Learning and Literatcy. Cambridge, Mass.: MIT Press, 2000.
Performance before Competence– Good video games operate
by a principle just the reverse of Most training modules:
performance before competence (Cazden, 1981).

Players can perform before they are competent, supported by the
design of the game. It is learning by doing.

James Paul Gee, University of Wisconsin-Madison
Relatedness– This is experienced when a person feels
connected to others. It can either be in real-time or related to
players who have played before through such items as a
leaderboard or artifacts left by other players.
Malone’s Theory of Intrinsically
    Motivating Instruction




Challenge    Fantasy      Curiosity
Fantasy– There are both cognitive and emotional reasons for
evoking fantasy. Cognitively a fantasy can help a learner apply
old knowledge to understand new things and help them
remember the content. Emotionally, a person can connect with
the experiences and not bring with it “real-world” concerns or
fears.
Curiosity– Game environments can evoke a learner’s curiosity
by providing an optimal level of informational complexity and a
novel and exciting game space. Cognitive curiosity is evoked by
making learners believe their knowledge structures are
inconsistent or incomplete. Provide surprising and constructive
feedback.
Instructional Design Principles for
           Intrinsic Motivation
•   Challenge
•   Curiosity
•   Control
•   Fantasy
•   Cooperation
•   Competition
•   Recognition
The Sims combines:
   Autonomy (Control), Competence, Relatedness
  (cooperation, Completion and Recognition) with
Fantasy, Challenge, (Contexualization) and Curiosity.
Summary
• ARCS Model (Attention, Relevance, Confidence
  Satisfaction)
• Intrinsic/Extrinsic Motivation
• Self Determination Theory
• Malone’s Theory of Intrinsically Motivating
  Instruction
• Instructional Design Principles for Intrinsic
  Motivation

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Motivation slides from Workshop

  • 1.
  • 3. Attention • What keeps your attention during a game?
  • 4. Attention Variability Change of tone, movement, media, and environment, new challenges. Going from one level to the next. Concreteness Use visual images, anecdotes and biographies. Conflict An adversary, an obstacle to overcome. A challenge that faces the player.
  • 5. Attention Humor Include humor within the game (need to be careful). Discovery What is over here? What if I try this? Participation Actively doing something that makes a difference within the game space. Social aspects of games.
  • 6. Consider using the “En Media Res” technique
  • 7. Level One: Talking with the receptionist.
  • 8. Level Two: Talking with the nurse gatekeeper.
  • 9. Level Three: Talking with the physician.
  • 10. Most games have challenges that serve to gain the learner’s attention. Starting with a challenge encourages action and curiosity. Jones, B., Valdez, G., Norakowski, J., & Rasmussen, C. (1994). Designing learning and technology for educational reform. North Jones, B., Valdez, G., Norakowski, J., & Rasmussen, C. (1994). Designing learning and technology for educational reform. North Central Regional Educational Laboratory. [Online]. Available: http://www.ncrtec.org/capacity/profile/profwww.htm and Central Regional Educational Laboratory. [Online]. Available: http://www.ncrtec.org/capacity/profile/profwww.htm and Schlechty, P. C. (1997). Inventing better schools: An action plan for educational reform. San Francisco, CA: Jossey-Bass Schlechty, P. C. (1997). Inventing better schools: An action plan for educational reform. San Francisco, CA: Jossey-Bass
  • 11. • How are you going to gain and maintain the ATTENTION of the learner?
  • 12. Relevance • When does the a game or learning event seem relevant to the learner?
  • 13. Relevance Experience Show how new learning is related to prior knowledge and related to learner interests. Present Worth Explain the current value of the instruction. Future Use Relate information to future goals and activities.
  • 14. Relevance Modeling Show how the actions in the game model real-life actions. Choice Allow learners to make relevant choices throughout the game.
  • 15. What are some specific RELEVANCE activities or content you can add to keep your training motivating for the learner?
  • 16. Confidence What makes a person feel confident when they are playing a game?
  • 17. Success helps Success helps people feel people feel confident. confident.
  • 18. Scaffolding: Process of controlling the task elements that initially are beyond the learner’s capacity. Guided Practice. Step-by-step instructions and then fading of instruction Having different entry points into a learning module provides players with the confidence that they can enter the learning and be successful.
  • 19. Risk Taking– Good video games lower the consequences of failure; players can start from the Last saved game when they fail. In fact, in a game, failure is a good thing. Players actually use failure as way of finding out information with the game. James Paul Gee, University of Wisconsin-Madison
  • 20. Confidence Learning Inform players of the goals, Requirements objectives, and requirements of the game. Difficulty Sequence information and action in the order of increasing difficulty at a reasonable pace.
  • 21. Confidence Expectations Provide a preview of what is in store for the player so they can have realistic expectations. Attributions Help player attribute their success to the amount of effort they spend. This can translate as coins, points or rewards.
  • 22. What are some specific CONFIDENCE activities or content you can add to keep your training motivating for the learner?
  • 23. Satisfaction When do you feel satisfied with the a game or learning event?
  • 24. Simulation/games build more confidence for on the job application of learned knowledge than classroom instruction. 20% higher confidence levels. Sitzmann, T. (2011) A meta-analytic examination of the instructional effectiveness of computer-based simulation games. Personnel Psychology .Review of 65 studies. Chapter 4 “The Gamification of Learning and Instruction.”
  • 25. Satisfaction Positive Outcomes Winning, receiving constructive feedback, praise, and personal attention. Realistic Setting Successfully using skills in a realistic setting. Overcoming When an obstacle is Obstacles overcome, please feel satisfaction.
  • 26. What are some specific SATISFATION activities or content you can add to your instruction to keep the training motivating for the learner?
  • 27. John Keller’s ARCS Model of Motivation
  • 28. Summary of ARCS Model Attention Relevance Confidence Satisfaction  Variability  Experience  Learning  Positive  Concreteness  Present Worth Requirements Outcomes  Conflict  Future Use  Difficulty  Realistic Setting  Humor  Modeling  Expectations  Overcoming  Inquiry  Choice  Attributions Obstacles  Participation Risk Taking
  • 30. What Builds Flow? - Achievable Task - Concentration - Clear Goals - Feedback - Effortless Involvement - Control Over Actions - Concern for Self Disappears - Loss of Sense of Time
  • 31. Two Types of Motivation Intrinsic Extrinsic
  • 32. Intrinsic and extrinsic motivation can be viewed as two largely mutually independent constructs rather than the opposite ends of a single dimension. Research indicates that in the classroom intrinsic and extrinsic motivation do coexist.
  • 33. Extrinsic Motivation • External motivations that encourage people to continue an activity even when they are not internally motivated – Extrinsic motivation is least likely to work when the external rewards are functionally superfluous (not needed to engage the learner) and not informative about the student’s level of ability or knowledge level regarding the task
  • 34. Badges, Points , Awards and Leaderboards are all Extrinsic Motivators … Extrinsic Motivators work best when paired with intrinsic motivation…
  • 35. Pressing a button and watching a bar progress has no intrinsic value and leads to little motivation.
  • 36. On the other hand, having a progress bar here led to 20% increase in profile completions.
  • 37. In games like Super Mario Brothers, coins are collected and players are rewarded for having a large number of coins. This is extrinsic motivation which keeps players playing to get more coins.
  • 38. Use coins, points and rewards to provide feedback on performance, updates on progress and level of correctness.
  • 39. Intrinsic Motivation • Internal motivation elements are what keeps the players interest for the longest time. Tapping into the underlying intrinsic motivation engages the player and keeps them returning to the game.
  • 40. Games like The Sims tap into the intrinsic motivation most people have regarding desired career paths. Rewards for high performance appears to strengthen the perception of freedom of action
  • 41. Self-Determination Theory • Self-Determination Theory – Autonomy – Competence – Relatedness
  • 42. Autonomy or Producers– Players are producers, not just consumers, they are “writers” not just “readers.” Even at its simplest level, players co-design games by the action they take and decision they make. James Paul Gee, University of Wisconsin-Madison
  • 43. Competence or Pleasantly Frustrating– Good games stay within, but at the outer edge, of the players “regime of competence” (diSessa, 2000) Challenges in a game are challenging but feel “doable.” This is motivational. (Confidence from the ARCS model of motivation.) James Paul Gee, University of Wisconsin-Madison diSessa, A. A. Changing Minds: Computers, Learning and Literatcy. Cambridge, Mass.: MIT Press, 2000.
  • 44. Performance before Competence– Good video games operate by a principle just the reverse of Most training modules: performance before competence (Cazden, 1981). Players can perform before they are competent, supported by the design of the game. It is learning by doing. James Paul Gee, University of Wisconsin-Madison
  • 45. Relatedness– This is experienced when a person feels connected to others. It can either be in real-time or related to players who have played before through such items as a leaderboard or artifacts left by other players.
  • 46. Malone’s Theory of Intrinsically Motivating Instruction Challenge Fantasy Curiosity
  • 47. Fantasy– There are both cognitive and emotional reasons for evoking fantasy. Cognitively a fantasy can help a learner apply old knowledge to understand new things and help them remember the content. Emotionally, a person can connect with the experiences and not bring with it “real-world” concerns or fears.
  • 48. Curiosity– Game environments can evoke a learner’s curiosity by providing an optimal level of informational complexity and a novel and exciting game space. Cognitive curiosity is evoked by making learners believe their knowledge structures are inconsistent or incomplete. Provide surprising and constructive feedback.
  • 49. Instructional Design Principles for Intrinsic Motivation • Challenge • Curiosity • Control • Fantasy • Cooperation • Competition • Recognition
  • 50. The Sims combines: Autonomy (Control), Competence, Relatedness (cooperation, Completion and Recognition) with Fantasy, Challenge, (Contexualization) and Curiosity.
  • 51. Summary • ARCS Model (Attention, Relevance, Confidence Satisfaction) • Intrinsic/Extrinsic Motivation • Self Determination Theory • Malone’s Theory of Intrinsically Motivating Instruction • Instructional Design Principles for Intrinsic Motivation

Hinweis der Redaktion

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  5. They want a challenge, work virtually and can handle multiple tasking
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  15. First introduced to me by Sebastian Deterding