Techniques to Motivate Learner Improvement in Game-Based Assessment
Abstract
:1. Introduction
2. Motivation in Learning
- Positive task orientation. The learner feels ready to deal with tasks and challenges and is self-confident about succeeding.
- Ego-involvement. The learner believes in the importance of succeeding in learning, so as to preserve and boost one’s good self-image.
- Need for achievement. The learner has an urge to succeed and achieve personal goals, as well as to overcome difficulties.
- High aspirations. The learner sets high goals and believes in one’s success.
- Goal orientation. The learner has a clear idea about the learning goals or certain learning activities and dedicates consciously the required powers in order to meet them successfully.
- Perseverance. The learner is persistent in maintaining high standards in learning and is not discouraged by any kind of difficulties.
- Tolerance of ambiguity. The learner does not feel desperate in case of misunderstanding or not understanding; on the contrary, they feel secure that these setbacks will be overcome sooner or later.
3. Learning Styles and Motivation Theories
3.1. Learning Styles
- Deep learners, who enjoy the challenge of dealing with a demanding and difficult subject. These learners are intrinsically motivated.
- Strategic learners, who are mainly motivated by rewards. These learners cope effectively with the competition and the scenario of outmatching peers. Despite their high school performance, their engagement will be true and original, if a clear reward is promised. These are characterized by the “bulimic” behavior in their learning as it is short-lasting until the end of a test or exam and then they rapidly “vomit” the corresponding material.
- Surface learners, who are usually motivated by the urge of not failing. Their effort is the minimum required in order to pass a course or an exam and typically their learning is more superficial, as they consider deep learning as inherently risky and prone to failure.
3.2. Attribution Theory
3.3. Expectancy-Value Theory
3.4. Goal Theory
4. Motivation Categories
4.1. Intrinsic Motivation
4.2. Extrinsic Motivation
- Success and its rewards. A learner who was successful in previous activities is expected to be more actively engaged in future tasks, due to stronger self-confidence in success and the cultivation of consciousness to recognize success.
- Failure and its penalties. Learners should keep in mind that a failure means not only unsatisfactory progress, but it is also occasionally a normal part in any learning experience. Thus, not only should the learner not be embarrassed, but they should gain from an experience like that and use it creatively, to move safer toward a next success.
- Authoritative demands. Especially younger learners claim teachers to be the basic authority, whose demands and wishes should be obeyed and followed.
- Tests. Tests can be quite motivating for learners because, through testing, a specific threshold is set for learners to prove their acquired skills and knowledge.
- Competition. Through a competition, learners are usually expected to maximize their effort. Group competitions outmatch individual ones, as they are more enjoyable and less stressful [12].
4.3. Other Motivation Categorization
5. Motivation in Gamification
- Points are basic elements of a multitude of games and gamified applications [38]. They are typically rewarded for the successful actualization of defined activities within the gamified environment, while they also numerically represent a player’s progress [39,40]. Through points, players’ in-game behavior can be quantified and, therefore, they provide continuous and immediate feedback or even a reward [41].
- Badges optically represent achievements [39], and they can be gained and gathered inside the gamification environment. They visibly demonstrate players’ accomplishments of level or goals and their worth [42,43]. Like points, badges also provide feedback as they indicate players’ performance [44]. Although collecting is not compulsory, they can influence players’ behavior, as they direct players to choose certain routes and challenges, so as to earn the associated badges [37,45]. Furthermore, badge ownership places players in a specific group and, thus, badges can exert social influences on players and co-players [42,46].
- Leaderboards enlist names and current scores of the leading competitors according to their relative success, measuring them against a defined success criterion [47]. Thus, leaderboards record the best performance in a certain activity [48] and act as indicators that compare players’ progress. However, the motivational role of leaderboards is controversial [49], because they are regarded as effective motivators for players in positions too close to the upper rank, and as demotivators if players are ranked among the last positions of the leaderboard [37]. Competition occurring via leaderboards can increase the player’s engagement as it is based on social pressure and can, therefore, support participation and learning [50].
- Performance graphs offer information about the players’ performance in comparison with their previous performance during a game [41]. Unlike the social contest orientation of leaderboards, performance graphs have an individual-through-time contest orientation. Players’ performance over a certain period is graphically presented, and there is a focus on improvements. According to the motivation theory, this promotes mastery orientation, which is notably effective for learning [37].
- Meaningful stories are not related to the player’s performance. A gamified application can be incorporated in a narrative framework, which contextualizes activities and characters in the game, and it obtains an additional meaning beyond the mere quest for points and achievements. A story can be either just a game’s title or even complex storylines that are typical of contemporary role-playing video games [51]. Narrative contexts can function as analogies of real-world settings and, if the story correlates with players’ personal interests, it can inspire and motivate them [52]. Therefore, stories play a significant role in gamification applications, as they can change the meaning of real-world activities by adding a narrative “coat” [37].
- Avatars are visual representations of players within the game or gamification environment [49]. Usually, a player can choose or even create them [51]. Avatars can have a quite simple design as a mere pictogram or they can be complexly animated, three-dimensional representations. Their basic role is to distinguish players from other human or computer-controlled avatars [40].
- Autonomy refers to the strong desire one has to control their own life [9], as well as to the psychological freedom to achieve a certain task [37,53]. Psychological freedom refers to the sense of making decisions according to one’s own values and interests [54,55]; therefore, in autonomy, one can behave without external pressure or enforcement [53].
6. The Multiplication Game
7. Conclusions
Author Contributions
Funding
Acknowledgments
Conflicts of Interest
References
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No. | Question |
---|---|
Q1 | I enjoyed playing the Multiplication Game (MG) |
Q2 | I liked the interface of MG. |
Q3 | The given instructions were enough to understand how to play MG. |
Q4 | I found it useful to see my progress in MG. |
Q5 | Seeing my progress in MG made me realize how well I know the multiplication table. |
Q6 | Seeing my progress in MG motivated me to plan for specific homework. |
Q7 | It was useful to see my progress in each level/different type of questions. |
Q8 | I find the used visualization (smiley faces) to be a good idea. |
Q9 | I believe MG is more a game than a lesson. |
Q10 | I believe MG is more a lesson than a game. |
Q11 | I would like to play MG at my home personal computer (PC) as well. |
Q12 | I would like to see the scores of my peers. |
Q13 | I would like to see the class average score. |
Q14 | I believe that seeing the progress of others would motivate me to work harder. |
Q15 | It is important for me to see my rank among my peers. |
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Leonardou, A.; Rigou, M.; Garofalakis, J. Techniques to Motivate Learner Improvement in Game-Based Assessment. Information 2020, 11, 176. https://doi.org/10.3390/info11040176
Leonardou A, Rigou M, Garofalakis J. Techniques to Motivate Learner Improvement in Game-Based Assessment. Information. 2020; 11(4):176. https://doi.org/10.3390/info11040176
Chicago/Turabian StyleLeonardou, Angeliki, Maria Rigou, and John Garofalakis. 2020. "Techniques to Motivate Learner Improvement in Game-Based Assessment" Information 11, no. 4: 176. https://doi.org/10.3390/info11040176
APA StyleLeonardou, A., Rigou, M., & Garofalakis, J. (2020). Techniques to Motivate Learner Improvement in Game-Based Assessment. Information, 11(4), 176. https://doi.org/10.3390/info11040176