Wait a second!
More handpicked essays just for you.
More handpicked essays just for you.
Application of motivation in education
Application of motivation in education
Application of motivation in education
Don’t take our word for it - see why 10 million students trust us with their essay needs.
Recommended: Application of motivation in education
Students’ motivation and engagement are huge issues in the educational system because students often perceive education as boring (Lee & Hammer, 2011). In contrast, games can motivate people engage with them, usually without any kind of rewards, only for the sake of fun (Dicheva, Dichev, Agre, & Angelova, 2015).
This work will examine the use of gamification, which may be defined as “the use of game design elements in non-game contexts” (Deterding, Dixon, Khaled, & Nacke, 2011, p. 10) in the context of education. If gamification is that closely related to games, it should create a fun environment, motivate students to increase their engagement with the topic and lead to overall better academic performances. This results in the hypothesis of this work:
Gamification used in educational environments improves educational outcomes.
Current research suggests that students have a positive attitude towards gamification in education (Cheong, Flilippou, & Cheong, 2014). Two literature reviews respectively mapping studies also indicate that most of the investigated papers see positive effects in gamification in an educational context (Dicheva et al., 2015; Hamari, Koivisto, & Sarsa, 2014). However, there are also studies that noted a negative effect on students motivation or written exams
…show more content…
(2014) conducted this literature review which deals with the state of research back in 2014 around the question whether gamification works or not. In total, 24 peer-reviewed empirical studies were examined, with the majority of those studies in the context and domain of learning and education. First, the review looks at motivational affordances which have been implemented in the reviewed studies: mostly points, leaderboards and badges. The reported results of most investigated studies suggest positive effects through gamification. However, some of the studies showed that these positive effects are only caused due to a novelty effect and are therefore not long-term
Some argue that participation trophies are going to be the downfall of society and human life in general. That is not the case but, there are many downsides of these awards, in this essay a few of these will be brought to attention. Participation trophies do not teach children valuable lessons.
I believe observations were very accurate, but from my experience as a teacher, what she indicated is becoming the norm. She mentions that students who came in for extra credit were very enthusiastic, but the following year when students were required to participate, the enthusiasm had waned, to the point that some students did not participate. I will bite my tongue, in regards to students not participating in ‘fun’ educational programs. Teachers and faculty spend countless hours in developing material to engage students, and the best courtesy that some of these students can offer is apathy. I will get off my soapbox now…Whew! To conclude, the paper’s primary aim is to help library instruction, but its use would work for most any discipline. Again, to recant, the author and I included believe that integrating games into instruction can have positive outcome sometimes strong outcomes. The current thought is if one says game and education, one will probably think of digital game. In addition, the thrust of the argument is a game can simplistic and non-digital to be an effective tool for
Intrinsic motivation has several advantages over extrinsic motivation. First of all, intrinsically motivated learners are more likely to select challenging tasks. Second, evidence suggested that learners gain more knowledge when they read material that they consider intrinsically interesting. Third, the conditions that support intrinsic motivation also promote greater creativity and better conceptual learning. Fourth, intrinsic motivation is associated with greater pleasure and more active involvement in activities.” (p.
“Motivation is the process whereby goal-orientated activity is instigated and sustained” (Schunk, Pintrich & Meece, 2008. As cited in Eggen & Kauchak, 2010, p.284). Motivation comes in many forms and can be divided into two broad categories - extrinsic and intrinsic motivation. Extrinsic motivators are external factors which can motivate a student; rewards are an example of this. An issue with extrinsic motivators is that the desire for the learner to participate often lessens, once the rewards are withdrawn (McCullers, 1987). On the other hand intrinsic motivation comes from within - learning for the joy of it - where the desire to learn leads to a higher level of knowledge, and is a reward in itself. Kohn (1996, p.285) states that research suggests, “Rewards actually decrease interest in intrinsically motivating tasks, therefore sending the wrong message about learning” (as cited in Eggen & Kauchak, 2010a)
Nowadays video games get nothing but bad reputations from people. There are people in powerful positions who are saying that video games have nothing but bad effects and they only promote violence which leads to children acting out in violent ways. Who are the ones listening to the people in these powerful positions; Parents. Some Parents have this misunderstanding that video games are bad and that they have a negative effects on their child’s minds and how they develop after playing them. The parents with that understanding are misinformed and need to understand just how beneficial video games can actually be for their children. Although, some parents think that video games offer nothing but
For one thing, less effort stemming from participation awards is currently a rising problem in this economy. To start with, participation awards can and will eradicate internal motivation and the joy of striving to do your best ( Pawlowski 2). Therefore, the kids don't learn the lesson of "try, try again". Additionally, in 2015, a column in the "New York Times" states that nonstop recognition will lead to youth underachieving (Pawlowski 2). This hinders our nation because the youth are the future and if they are being pampered we will be headed for collapse. Also, the more trophies awarded, the more the child minimizes the effort ( Pawlowski 2). This reveals that if a person receives too much, one will become pompous and magniloquent. Indeed, participation awards will lead to bairns that put no effort in life.
...the motivation and attentiveness of the students and specifically, games can become a facilitator for self-directed study and research; when students enjoy a specific area in a game, they become more inclined to search it online, read a book about it, or watch a documentary on it (Rapini, Sarina 2012).
It can also help teacher’s exams skills that they would not be able to with standardized testing which overall means that gaming assessments are more effective than standardized test and that all schools should replace standardized test with gaming
Bedard (2015) takes an interesting approach to understanding motivation; she talks about gamification, which refers to the use of game elements in contexts other than entertainment. Businesses, she says, are increasingly “bringing game elements into the work place to motivate employees to engage in numerous kinds of efforts, from learning to creative idea generation to quality improvement” (Bedard, 2015, p. 43). It makes sense that games can serve as illustrations of motivation: people are drawn to playing games for a reason, and that reason is –often- to seek new challenges and become winners. Bedard (2015) uses the game Candy Crush Saga to analyze the different factors that motivate people; candy crush saga is a game that consists of a board
...the ideas that are taught in schools. Games also need to intermix instruction with demonstration. This is a big difference from the basic way of learning in school, which is memorize and regurgitate. Demonstrating shows the student what it looks like and they retain the content longer.
There are several negative stereotypes associated with video games and those who play them; some of these may often hold true. However, there are plenty of learning opportunities in video games. While the direct purpose of some games is to educate or train, other games that do not directly have this purpose can still become a learning experience for the player. As Ntiedo Etuk, president of the educational video game company Tabula Digital said, “The traditional view of video games has been that they are distractions from the task of learning” (Electronic Education Report 1). Video games are an effective tool for learning and retaining skills both inside and outside the classroom environment. The basic cycle of game play--the introduction to the game, game play, collaboration, improvement of these between each round, and evaluation at the end of the game (Klievink and Janssen 159)--are nearly parallel to the traditional classroom learning cycle of reading a textbook or listening to a lecture, taking a quiz, studying, focusing on items missed on the quiz, and taking a test or exam. Within this cycle, there are many opportunities to develop and perfect both educational, life, and occupational skills.
The concept of “edutainment”- the hybrid of education and entertainment has existed almost as long as video games have. Evidence of this is The Oregon Trail, a game about the colo...
I can still see that there’s a lot of potential in the field of education Gamification. Clearly there should be a way to help kids learn from what they do best – play. This is why many educators are looking into a variety of new tools and techniques in Education Gamification. If we can harness/utilise the energy, motivation and sheer potential of their game-play and direct it toward learning, we can give students the tools to become winners in the real game of life.
In society’s current era of technological advancement, video games have gone a long way since they were first created. Video games in the twenty-first century are no longer just toys or junk in the lifestyles of the youth. They have become innovative inventions that not only entertain its users, but also help aid the people in both the academic field and in jobs. The influences that video games bring about in the culture of the youth today are, in fact, not the negative influences that most people think. Video games are actually this generation’s new medium for educating the youth. The information they learn are also mostly positive and useful things that they may apply in their future lives (Prensky 4). In a generation that revolves around technology and connectivity, developers and educators have already been able to produce fun and interesting games that can teach and train people. Video game developers and educators should continue to collaborate in order to create more positive, educational, and appealing games.
Theorists believe that motivation within the classroom has its benefits when able to produce work from students. Some students have the ability to work without much motivation. This is known as intrinsic motivation. Intrinsic motivation is where students are able to motivate themselves and produce work at high standard. The students have to be determined to strive and have the self-ability to do the work that is needed (Brewer, Dun, Olszewski, 1988). Students who need more praise and encouragement to produce work come under the category of extrinsic motivation. Extrinsic motivation is about rewarding the students for their work. If a student is able to get done what they have been asked, they will be rewarded with for example a sticker or a lucky dip. Extrinsic motivation for some students means the reward is...