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Intrinsic Motivation vs Extrinsic Motivation (Gamification And Bloom’s Taxonomy Tips)

Discover the Surprising Benefits of Intrinsic and Extrinsic Motivation in Gamification and Bloom’s Taxonomy Tips.

Step Action Novel Insight Risk Factors
1 Define intrinsic motivation and extrinsic motivation. Intrinsic motivation is the drive to perform an activity for its own sake, while extrinsic motivation is the drive to perform an activity for external rewards. None
2 Explain the benefits of gamification. Gamification can increase engagement, motivation, and retention of information. It can also provide immediate feedback and a sense of achievement. Overuse of gamification can lead to a decrease in intrinsic motivation and a reliance on external rewards.
3 Describe Bloom’s Taxonomy. Bloom’s Taxonomy is a framework for categorizing cognitive processes involved in learning. It includes six levels: remembering, understanding, applying, analyzing, evaluating, and creating. None
4 Explain how gamification can be used to address each level of Bloom’s Taxonomy. For remembering, gamification can use repetition and memory games. For understanding, gamification can use quizzes and puzzles. For applying, gamification can use simulations and scenarios. For analyzing, gamification can use problem-solving challenges. For evaluating, gamification can use peer review and feedback mechanisms. For creating, gamification can use design challenges and creative tasks. Poorly designed gamification can lead to a lack of alignment with learning objectives and a focus on superficial rewards rather than skill development.
5 Discuss the importance of aligning gamification with learning objectives. Gamification should be used to support the achievement of learning objectives, rather than as a standalone activity. This ensures that the focus is on knowledge acquisition, skill development, and task performance. Lack of alignment can lead to a decrease in intrinsic motivation and a focus on external rewards.
6 Emphasize the role of feedback mechanisms in gamification. Feedback mechanisms are essential for providing learners with immediate and constructive feedback. This can help to increase motivation and engagement, as well as support achievement orientation. Poorly designed feedback mechanisms can lead to confusion and frustration, and can decrease motivation and engagement.

Contents

  1. How do External Rewards Affect Intrinsic Motivation in Gamification?
  2. Enhancing Task Performance through Achievement Orientation in Gamification
  3. Common Mistakes And Misconceptions

How do External Rewards Affect Intrinsic Motivation in Gamification?

Step Action Novel Insight Risk Factors
1 Understand the difference between extrinsic and intrinsic motivation. Extrinsic motivation is driven by external rewards, while intrinsic motivation is driven by internal factors such as personal interest and enjoyment. None
2 Recognize the impact of external rewards on intrinsic motivation. External rewards can decrease intrinsic motivation through the overjustification effect, which occurs when external rewards undermine the individual’s perception of their own competence and autonomy. None
3 Implement task-contingent rewards. Task-contingent rewards are given for completing a specific task or activity, and can be effective in increasing behavioral engagement. The risk is that task-contingent rewards may decrease intrinsic motivation if they are perceived as controlling or if they undermine the individual’s sense of autonomy.
4 Implement performance-contingent rewards. Performance-contingent rewards are given for achieving a specific level of performance, and can be effective in increasing motivation and engagement. The risk is that performance-contingent rewards may decrease intrinsic motivation if they are perceived as controlling or if they undermine the individual’s sense of competence.
5 Provide autonomy support. Autonomy support involves providing individuals with choices and opportunities for self-direction, which can increase intrinsic motivation. The risk is that autonomy support may not be effective if the individual does not perceive the choices as meaningful or if they do not feel competent to make the choices.
6 Provide competence feedback. Competence feedback involves providing individuals with feedback on their performance, which can increase intrinsic motivation by enhancing their sense of competence. The risk is that competence feedback may not be effective if it is perceived as controlling or if it undermines the individual’s sense of autonomy.
7 Provide relatedness support. Relatedness support involves providing individuals with opportunities for social interaction and connection, which can increase intrinsic motivation. The risk is that relatedness support may not be effective if the individual does not perceive the social interaction as meaningful or if they do not feel competent to engage in the interaction.
8 Consider the individual’s goal orientation. Individuals with a mastery goal orientation are more likely to be intrinsically motivated, while those with a performance goal orientation may be more motivated by external rewards. The risk is that focusing too much on external rewards may undermine the individual’s sense of mastery and intrinsic motivation.
9 Consider the impact of social comparison. Social comparison can influence motivation by affecting the individual’s perception of their own competence and autonomy. The risk is that social comparison may decrease intrinsic motivation if the individual perceives themselves as inferior to others.
10 Consider the reward contingency. The contingency between the reward and the behavior can influence motivation, with immediate rewards being more effective than delayed rewards. The risk is that delayed rewards may not be effective in increasing motivation or may decrease intrinsic motivation if they are perceived as controlling.

Enhancing Task Performance through Achievement Orientation in Gamification

Step Action Novel Insight Risk Factors
1 Identify the task to be gamified The first step in enhancing task performance through achievement orientation in gamification is to identify the task that needs to be gamified. This could be a learning task, a work task, or any other task that requires motivation and engagement. The risk factor in this step is that the wrong task may be selected for gamification, leading to a waste of resources and effort.
2 Determine the gamification techniques to be used The next step is to determine the gamification techniques that will be used to enhance motivation and engagement. This could include intrinsic motivation boosters such as autonomy, mastery, and purpose, as well as extrinsic motivation incentives such as rewards and recognition systems. The risk factor in this step is that the wrong gamification techniques may be selected, leading to a lack of motivation and engagement.
3 Apply Bloom’s Taxonomy to the task Bloom’s Taxonomy can be used to ensure that the gamified task is appropriately challenging and aligned with the learning objectives. This involves applying the six levels of Bloom’s Taxonomy (remembering, understanding, applying, analyzing, evaluating, and creating) to the task. The risk factor in this step is that the task may be too challenging or not challenging enough, leading to frustration or boredom.
4 Set clear goals and objectives Clear goals and objectives should be set for the gamified task to provide a sense of direction and purpose. This involves setting specific, measurable, achievable, relevant, and time-bound (SMART) goals. The risk factor in this step is that the goals may be too difficult or too easy, leading to a lack of motivation or a sense of complacency.
5 Provide feedback and progress tracking Feedback and progress tracking mechanisms should be provided to allow learners to monitor their progress and receive feedback on their performance. This could include progress bars, badges, or leaderboards. The risk factor in this step is that the feedback may be too critical or not critical enough, leading to demotivation or a false sense of achievement.
6 Incorporate game mechanics Game mechanics such as points, levels, and challenges can be incorporated into the gamified task to enhance motivation and engagement. This involves selecting the appropriate game mechanics based on the task and the learners. The risk factor in this step is that the game mechanics may be too complex or too simplistic, leading to confusion or boredom.
7 Personalize the learning experience Personalization of the learning experience can be achieved through adaptive learning technologies or by allowing learners to choose their own learning paths. This can enhance motivation and engagement by providing a sense of autonomy and relevance. The risk factor in this step is that the personalization may be too limited or too overwhelming, leading to a lack of engagement or confusion.
8 Optimize engagement Engagement optimization tactics such as storytelling, social interaction, and immersive experiences can be used to enhance motivation and engagement. This involves selecting the appropriate engagement optimization tactics based on the task and the learners. The risk factor in this step is that the engagement optimization tactics may be too distracting or not engaging enough, leading to a lack of motivation or a sense of disinterest.
9 Create a gamified learning environment The final step is to create a gamified learning environment that is conducive to motivation and engagement. This involves designing the user interface, selecting the appropriate media, and ensuring that the gamified task is integrated into the overall learning experience. The risk factor in this step is that the gamified learning environment may be too complex or too simplistic, leading to confusion or boredom.

Common Mistakes And Misconceptions

Mistake/Misconception Correct Viewpoint
Intrinsic motivation is always better than extrinsic motivation. Both types of motivation have their place and can be effective in different situations. Intrinsic motivation may be more sustainable, but extrinsic motivators can still be useful for short-term goals or tasks that are not inherently enjoyable. It’s important to consider the individual and the context when deciding which type of motivation to use.
Gamification always leads to increased intrinsic motivation. While gamification can be a powerful tool for increasing engagement and enjoyment, it is not a guarantee that it will lead to intrinsic motivation. The design of the game elements must align with the user’s interests and values in order for them to feel truly motivated by the experience. Additionally, over-reliance on external rewards (such as badges or points) can actually undermine intrinsic motivation over time if they become too controlling or predictable.
Bloom’s Taxonomy only applies to traditional classroom settings. Bloom’s Taxonomy is a framework for categorizing learning objectives based on cognitive complexity, regardless of whether they are being taught in a formal classroom setting or through other means such as online courses or self-directed study. Understanding how different levels of thinking relate to each other can help educators create more effective learning experiences across various contexts and formats.