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Published byTamsin Gilmore Modified over 9 years ago
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* Also developed in 1987, but by Thomas Malone and Mark Lepper. * Based on the intrinsic motivation of gameplay (a common theme in Flow) * Four key motivating factors that when met improve learning: * Challenge * Curiosity * Control * Fantasy
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* Challenge * As in Flow, the right balance between skill level and challenge is key. Consistent positive feedback and clear goals are necessary (also like Flow) * Curiosity * Students can be drawn in by initial images but are pulled forward by an interest in the material. This is akin to beginning with a small competence level and growing as the material becomes more complex (competence in SDT; challenging, concentration in Flow)
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* Control * Learners perform better when there is a sense of control over the outcome of the project, success in a game or planning of a lesson (autonomy in SDT, control in Flow) (Cavendish, 2013) * Fantasy * This is more applicable to game based learning, but it also evokes a sense of control over the environment that the learning (or game) is taking place in.
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