Filsecker, M., Hickey, D. T. (2014). A multilevel analysis of the effects of external rewards on elementary students’ motivation, engagement, & learning. Computers & Education, 75, 136-148 (original) (raw)

Efficacy of Reward Allotment on Children's Motivation and Learning

With the recent commercial success and increased use of digital games, the study of motivation has gained new impetus in the field of gaming. Indeed, studies of video games have provided a different route to understanding motivational processes. Recent books by game theorists and researchers have pointed out that the world of gaming has produced a large amount of data illuminating how games enhance self-directed learning, deepen engagement, and foster important 21st century learning skills (Koster 2005; Annetta 2008; Chatfield 2010; Rupp, et al 2010; Shih et al 2010; Thomas & Ge 2011; Shute & Ke 2012). The present study has a narrow focus on game reward structures and motivation in game-play. It explores how a reinforcement schedule sustains children's motivation in a game context. Specifically, it assesses the effects of reward allotment for an interactive game through the examination of students' variations in response to different reinforcement schedules. Fifty-four Chine...

Motivating children to learn effectively: exploring the value of intrinsic integration in educational games

The Journal of the Learning …, 2011

The concept of intrinsic motivation lies at the heart of the user engagement created by digital games. Yet despite this, educational software has traditionally attempted to harness games as extrinsic motivation by using them as a sugar coating for learning content. This article tests the concept of intrinsic integration as a way of creating a more productive relationship between educational games and their learning content. Two studies assessed this approach by designing and evaluating an educational game called Zombie Division to teach mathematics to 7- to 11-year-olds. Study 1 examined the learning gains of 58 children who played either the intrinsic, extrinsic, or control variants of Zombie Division for 2 hr, supported by their classroom teacher. Study 2 compared time on task for the intrinsic and extrinsic variants of the game when 16 children had free choice of which game to play. The results showed that children learned more from the intrinsic version of the game under fixed time limits and spent 7 times longer playing it in free-time situations. Together, these studies offer evidence for the genuine value of an intrinsic approach for creating effective educational games. The theoretical and commercial implications of these findings are discussed.

A systematic evaluation of game elements effects on students’ motivation

Education and Information Technologies, 2021

Motivation theory is indispensable when discussing processes of learning. Learners who are motivated can learn almost everything. Students’ motivation is probably one of the most important factors for teacher effectiveness both for engagement in the learning process and high academic performance. To have effective environmental education, it is not only necessary to inform the public about the ocean but also to involve and engage them is essential. Motivation and engagement are some of the most commonly mentioned concepts in gamification, thus, a gamified application seems to have the necessary features to improve the motivation of students in the learning context of Ocean Literacy topics. The main aims of this work were: i) to understand through a systematic evaluation, how game elements affect the different motivation layers; and ii) to compare them in terms of enhancing the motivation to recycle among secondary school students (11-14 years). To measure students’ motivation, a pre...

Educational games and students' game engagement in elementary school classrooms

The main goal of this paper was to examine middle school students' game engagement and its effect on math performance. For the game, we developed [Math App], an educational video game intended to support students' understanding of fractions. Using [Math App] in a quasi-experimental research setting, we collected data on game engagement, game features, the perception of game learning ability, gender, and the amount of gameplay, and math performance. Our structural equation modeling analysis revealed that game engagement was categorized into two subdomains of behavioral and emotional/cognitive engagement. We also found that

Extrinsic Rewards and Intrinsic Motivation in Education: Reconsidered Once Again

Review of Educational Research, 2001

The finding that extrinsic rewards can undermine intrinsic motivation has been highly controversial since it first appeared ( Deci, 1971 ). A meta-analysis published in this journal (Cameron & Pierce, 1994) concluded that the undermining effect was minimal and largely inconsequential for educational policy. However, a more recent meta-analysis (Deci, Koestner, & Ryan, 1999 ) showed that the Cameron and Pierce meta-analysis was seriously flawed and that its conclusions were incorrect. This article briefly reviews the results of the more recent meta-analysis, which showed that tangible rewards do indeed have a substantial undermining effect. The meta-analysis provided strong support for cognitive evaluation theory (Deci & Ryan, 1980), which Cameron and Pierce had advocated abandoning. The results are briefly discussed in terms of their relevance for educational practice.

Enhancing Engagement of High School Students through the Utilization of GAME (Games-Based Approaches to Motivate Engagement) Intervention

Psychology and Education: A Multidisciplinary Journal, 2024

This study aimed to address the critical issue of student engagement among high school students, recognizing its importance for academic success and overall student well-being. The research employed a descriptive quantitative design, involving 43 ninth-grade students from Asuncion National High School. The intervention, termed GAME (Games-Based Approaches to Motivate Engagement), was implemented to enhance student engagement. The study utilized pre-test and post-test assessments to measure engagement levels. The pre-test results indicated a mean score of 2.00 (SD = 0.566), while the post-test results showed a significant increase, with a mean score of 4.31 (SD = 0.593). Statistical analysis revealed a t-value of-17.078 and a P-value of < .001, underscoring the highly significant improvement in student engagement due to the intervention. To enrich the quantitative findings, the researchers conducted interviews with selected students and teachers, revealing themes such as Active Participation, Improved Retention, Positive Attitude Towards Learning, Increased Motivation and Interest in Learning, Enjoyment and Fun in Learning Activities, and Enhanced Engagement and Collaboration. These results indicate that the GAME intervention effectively enhanced student engagement, providing valuable insights for educators seeking to foster a more interactive and motivating learning environment.

Motivating learners in educational computer games

The purpose of this study was to identify motivational elements for an online multiplayer educational computer game. A secondary purpose was to compare high, medium, and low participating group members’ participation in the game with respect to the motivational elements. The educational game selected was “Quest Atlantis,” a learning and teaching project that uses a 3D multi-user environment to immerse children in educational tasks. In researching this game, design ethnography with naturalistic interpretations was used as a research method. Semi-structured interviews were the primary method of data collection. A total of twenty interviews were completed with participants playing the educational game. Prolonged observations were conducted where participants played the game in a natural setting. The constant comparison method of grounded theory was used for analyzing interview and observation records. The qualitative methods used in this study provided additional insights into the previous research on motivation, offering a more complete list of motivational categories than did previous research. Thirteen categories emerged for the kids as the motivational elements to play this game: identity presentation, social relations, playing, learning, achievement, rewards, immersive context, fantasy, uniqueness, creativity, curiosity, control and ownership, and context of support. These categories are interpreted in a way that has experience-local meaning while also having experience-distance significance to others analyzing motivation in other contexts and conditions. This study replicated the conclusions of previous research on motivation in finding that the constructs of curiosity, control, choice, fantasy, achievement, and rewards motivated learners. It advanced the field in finding that the availability of choice options to learners was more important than previously thought. It further offered the constructs of creativity, identity of learners, social relations, and active learning as important constructs in providing motivation. Most importantly, it integrated many past contributions in the field that were perceived as distinct, such as intrinsic and extrinsic motivators, playing and learning, and achievement and rewards into a coherent framework of motivation. This framework, “Multiple Motivations Framework,” advances motivation as distributed among many elements, some of which are intrinsic and extrinsic to the learners, and which treats playing and learning together as a strong motivator.