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Cynthia Cipriano Bullard, M.Ed., NBCT, NCCEE Kernodle Middle School Greensboro, NC The Gamification of Personalized Learning
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Gamification uses game-like thinking and game dynamics to promote intrinsic motivation. What is Gamification?
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Intrinsic Motivation Intrinsically motivated behaviors have been defined “as those behaviors which are engaged for the “pleasure and satisfaction derived from their performance.” (Deci, Vallerand, Pelletier & Ryan) Four dimensions of motivation are competence, autonomy, interest/value, and relatedness. (Usher & Kober)
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Self-Determination Theory Self-Determination Theory suggests individuals are intrinsically motivated when their basic needs of competence, autonomy, and relatedness are met within a certain situation. (Deci & Ryan)
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Support for Using Gamification Known as gamers, this generation of students view technology as omnipresent in their lives. (Pew Research Social and Demographic Trends, 2010). 63% of US children ages 8-18 play video games each day (The Henry J. Kaiser Family Foundation, 2010).
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Support for Using Gamification Gamification builds on innate desires for socialization, learning, altruism, and a need for accomplishment. According to Self-Determination Theory, when these needs are met, intrinsic motivation can occur.
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External Rewards Gamification uses points or real or virtual badges as motivation for self-directed learning.
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Negative Effects of External Rewards Deci’s 1971 study found extrinsic rewards undermined intrinsic motivation.
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Deci’s Research 128 experiments were examined in two separate meta-analyses. 1 st Study – 101 studies that had used a free-choice behavioral measure of intrinsic motivation. 2 nd Study – 84 studies that had used self-reported interest.
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Deci’s Results Deci, Koestner, & Ryan found Tangible rewards Significantly undermined intrinsic motivation for children and college students, with the greatest undermining effect being for children. Verbal rewards Had a less positive effect on children than on college students.
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Deci’s Results Free-Choice Behavior Tangible rewards significantly undermined intrinsic motivation. Verbal rewards did not. Self-Reported Interest Tangible rewards undermined intrinsic motivation. Verbal rewards enhanced self-reported interest.
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Positive Effects of External Rewards In 1994, Cameron, Banko, & Pierce conducted a separate meta-analysis on rewards and intrinsic motivation.
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Cameron’s Research 145 independent studies were examined in two separate meta-analyses. 1 st – 115 included a free-choice measure of intrinsic motivation. 2 nd – 100 included a self-reported measure of task interest.
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Cameron’s Results Cameron, Banko, & Pierce found no evidence of detrimental effects of reward on measure of intrinsic motivation. They further suggest: Tangible rewards Can increase an interest in and performance on low-interest activities. Verbal rewards Tended to increase high-interest tasks.
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Cameron’s Results Expected rewards and performance There is a slight decrease in performance and interest when rewards are tied to performance. This seemed to support Deci, Koestner & Ryan’s finding that expected rewards were detrimental to intrinsic motivation in free-choice and self-reported interest.
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Implications It seems extrinsic rewards can be beneficial if the rewards are not expected. Extrinsic rewards also motivate learners to complete low-interest tasks. Verbal rewards seem to have a more positive effect vs. tangible rewards. My experience supported these implications!
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Implementation
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Mission (the end goal)Objectives (assignments to meet the Mission) Player (student)Ally (peer tutor) Keeper (clan leader)Commander (me!) Level-Up (students complete additional or more challenging Objectives) Achievement Get (reward for completing Objectives) XP (experience points rewarded for various situations; being on task, being on time, completing Objectives, serving as an Ally, etc.), Bonus (Skype with parent during class, record a tutorial video, choose your seat in class, etc.), and Leaderboard on which Clan (team) points are ranked.
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Objectives and XP Students are presented with several Objectives, and choose which they will complete to master the science concept. Objectives appeal to a variety of student learning styles. Objectives are tasks of varying lengths, degrees of difficulty, and are worth different Experience Points (XP). As Students earn XP, they Level-Up, and unlock secrets about our hero’s quest (from the novel).
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Objectives and XP Students earn traditional grades for each Objective first. If a student earned a grade of 93% on an Objective, they would receive 93% of that Objective’s available XP. XP is tallied at the end of each month. Student with highest XP becomes the Keeper. Leader board is updated.
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My Gamified Experience Personalized learning meets the needs of a diverse population of students. Student Choice gives students the power to choose what they will learn, and how they will learn it. Gamification “levels-up” personalized learning as students collaborate with peers, design instruction, serve as student leaders, and experience personal and team rewards.
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GAME ON! CindyBullard0@gmail.com
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References Cameron, J., Banko, K.M., & Pierce, W.D. (2001). Pervasive Negative Effects of Rewards on Intrinsic Motivation: The Myth Continues. The Behavior Analyst, 24(1) 1-44. Deci, E.L., Koestner, R., & Ryan, R.M. (2001). Extrinsic Rewards and Intrinsic Motivation in Education: Reconsidered Once Again. Review of Educational Research, 71(1), 1-27. Deci, E.L., Vallerand, R.J., Pelletier, L.G., & Ryan, R.M. (1991). Motivation and Education: The Self-Determination Perspective. Educational Psychologist, 26(3&4), 25-346.
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References Usher, A., & Kober, N. (2012). What is motivation and why does it matter? Center on Educational Policy, CEP Report Student Motivation – An Overlooked Piece of School Reform. Retrieved March 15, 2015 from http://www.cep- dc.org/publications/index.cfm?selectedYear=2012 Generation M2: Media in the lives of 8 to 18-year-olds. A Kaiser Family Foundation Study (2010, January 20). The Henry J. Kaiser Family Foundation. Retrieved on November 25, 2014 from http://kff.org/other/report/generation-m2-media- in-the-lives-of-8-to18-year-olds/http://kff.org/other/report/generation-m2-media- in-the-lives-of-8-to18-year- Millennials: Confident. Connected. Open to Change. (2010, February 24). Pew Research Social and Demographic Trends. Retrieved on November 25, 2014 from http://www.pewsocialtrends.org/2010/02/24/millennials-confident- connected-open-to-change/ http://www.pewsocialtrends.org/2010/02/24/millennials-confident- connected-open-
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