Difference between revisions of "Gamification of Learning Processes"

Difference between revisions of "Gamification of Learning Processes"

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All these elements (taken from games) concern extrinsic motivation, which ''“refers to behavior that is driven by external rewards such as money, fame, grades, and praise. This type of motivation arises from outside the individual, as opposed to intrinsic motivation, which originates inside of the individual.”<ref>http://psychology.about.com/od/eindex/f/extrinsic-motivation.htm</ref>'' Being so, it has been intensively discussed that extrinsic motivational strategies have a finite term, meaning that their effectiveness may not last. This phenomenon is called replacement or over justification:
 
All these elements (taken from games) concern extrinsic motivation, which ''“refers to behavior that is driven by external rewards such as money, fame, grades, and praise. This type of motivation arises from outside the individual, as opposed to intrinsic motivation, which originates inside of the individual.”<ref>http://psychology.about.com/od/eindex/f/extrinsic-motivation.htm</ref>'' Being so, it has been intensively discussed that extrinsic motivational strategies have a finite term, meaning that their effectiveness may not last. This phenomenon is called replacement or over justification:
  
''“The over-justification effect occurs when an expected external incentive (reward) such as money or prizes decreases a person's intrinsic motivation to perform a task. According to [http://en.wikipedia.org/wiki/Self-perception_theory|self-perception theory], people pay more attention to the external reward for an activity than to the inherent enjoyment and satisfaction received from the activity itself. The overall effect of offering a reward for a previously unrewarded activity is a shift to extrinsic motivation and the undermining of pre-existing intrinsic motivation. Once rewards are no longer offered, interest in the activity is lost; prior intrinsic motivation does not return, and extrinsic rewards must be continuously offered as motivation to sustain the activity.”<ref>Carlson, R.Neil and Heth, C. Donald (2007).Psychology of the Science of Behaviour. Pearson Education: New Jersey.</ref>''
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'“The over-justification effect occurs when an expected external incentive (reward) such as money or prizes decreases a person's intrinsic motivation to perform a task. According to [http://en.wikipedia.org/wiki/Self-perception_theory|self-perception theory], people pay more attention to the external reward for an activity than to the inherent enjoyment and satisfaction received from the activity itself. The overall effect of offering a reward for a previously unrewarded activity is a shift to extrinsic motivation and the undermining of pre-existing intrinsic motivation. Once rewards are no longer offered, interest in the activity is lost; prior intrinsic motivation does not return, and extrinsic rewards must be continuously offered as motivation to sustain the activity.”<ref>Carlson, R.Neil and Heth, C. Donald (2007).Psychology of the Science of Behaviour. Pearson Education: New Jersey.</ref>'
  
 
Check [http://radar.oreilly.com/2011/06/gamification-criticism-overjustification-ownership-addiction.html|this article] where Gabe Zichermann`s (the most prominent pro-gamification guru) responds to this line of criticism.
 
Check [http://radar.oreilly.com/2011/06/gamification-criticism-overjustification-ownership-addiction.html|this article] where Gabe Zichermann`s (the most prominent pro-gamification guru) responds to this line of criticism.

Revision as of 12:08, 11 November 2013

Term2.png GAMIFICATION OF LEARNING PROCESSES
Gamification of learning processes can be understood as the use of game design elements in learning environments in order to enhance the level of engagement of the learner. As explained in the respective article, the most generally adopted definition for gamification is: “gamification is the use of game design elements (such as badges, points and leaderboards) in non-game contexts”[1].

For an increased level of engagement, an increased level of motivation is required and games elements such as badges, points and leaderboards may be powerful motivational agents when applied in a meaningful way. All these elements (taken from games) concern extrinsic motivation, which “refers to behavior that is driven by external rewards such as money, fame, grades, and praise. This type of motivation arises from outside the individual, as opposed to intrinsic motivation, which originates inside of the individual.”[2] Being so, it has been intensively discussed that extrinsic motivational strategies have a finite term, meaning that their effectiveness may not last. This phenomenon is called replacement or over justification:

'“The over-justification effect occurs when an expected external incentive (reward) such as money or prizes decreases a person's intrinsic motivation to perform a task. According to [http://en.wikipedia.org/wiki/Self-perception_theory

References

  1. Deterding et al. From Game Design Elements to Gamefulness: Defining “Gamification”. 9-15. p.10.
  2. http://psychology.about.com/od/eindex/f/extrinsic-motivation.htm