Thursday, January 2, 2020
The Relationship Between Motivation and Instructional Design
The
relationship between motivation and instructional design is to include sets of
strategies in systematic design activities to enhance learning motivation.
According to Keller (1984), it is a rationalization in that we know that no
matter how motivated learners are when they begin a course, it is not too
difficult to bore them, if not kill their interest totally. Conversely, it is
possible to stimulate or even inspire the students' desire to achieve. He also
stated that motivation can be controlled by the appropriate application of rules
and reinforcements. In his Development and Use of the ARCS Model of
Instructional Design, he tried to confirm his assumption by examining these two
specific questions. First, is it possible to synthesize the many concepts and
theories of human motivation into a simple, meaningful model, or schema, that
would be useful to a practitioner? Secondly, is it possible to develop a
systematic, as opposed to the intuitive approach to designing motivating
instruction? The ARCS Model has been developed and field-tested to explore
these questions. Of course, the answer to both questions is yes.
The ARCS model includes a systematic design process to stimulate the motivation to
learn. It is based upon expectancy-value theory (Tolman,1932; Lewin,1938). The expectancy-value theory assumes that people are motivated to engage in an activity if it is
perceived to be linked to the satisfaction of personal needs, and if there is a
positive expectancy for success.
The ARCS model defines four major categories, Attention, Relevance, Confidence, and
Satisfaction, that has to be met for people to become and remain motivated.
First, the model says that attention is a prerequisite for learning. However,
in teaching, the real challenge is how to continue the attention of learners.
The strategy to extend learners' attention is to use inquiry and participation.
For example, using creativity techniques, problems solving activities, games,
and role-playing in teaching. The second strategy is to make learning relevant.
If students feel that what they are learning now is related to their current
and future work, they will be more motivated. Examples such as to satisfy the
need for affiliation and the need for achievement are good application
techniques. The third strategy is to enhance learners' confidence because
confidence can influence a student's persistence and sense of accomplishment.
Some more detailed strategies include giving students clearly stated, appealing
learning goals, providing self-evaluation tools, organizing materials on an increasing level of difficulty, attributing student success to effort, and
allowing students opportunities to become increasingly independent in
learning…etc. The last category or strategy is to make people feel good about
their accomplishments and having a feeling of satisfaction. Some of these
strategies are giving praise for successful progress, giving unexpected
rewards, praising positive outcomes, avoiding negative influences and providing
frequent reinforcements
The ARCS model lists many practical techniques for
instructors to enhance student confidence in learning. The model also
shows that the motivation for learning can be enhanced through instructional
skills. It mainly uses strategies to increase learners’ attention, relevance,
confidence, and satisfaction. More importantly, these techniques can be
systematically designed and incorporated into the learning process.
Reference
Game-based Learning
There are many problems in the real world that need to be solved. Real-world
problems are often more complicated than the problems we learn in school. The
methods and techniques for students to solve problems in formal school settings
are often well-designed, regular and procedural issues. These problems can be
resolved by certain methods and steps provided by instructors, while the
real-world problems have many uncertainties and irregularities. Interestingly,
in the world of video gameplay, it is often possible to find the same situations,
just like the real-world problems, without obvious steps and regularities to
solve. While playing games, the gamer is solving problems as they are in the
real world. The problems being solved are often limited by time and conditions
and are not solved by applying a step-by-step solution as we learn at schools. Solving
problems in video games and in a real-world are both processes of finding step-by-step
solutions from irregularities. Video gameplay can more realistically reflect
the real world's problem-solving skills. Therefore, game-based learning can be
used as a learning tool at school to reflect real-world problems.
There is a gap in the kinds of problems being assessed and taught in
schools and those desired in workplace environments (Shute & Emihovich,
2018). The field of game-based learning is trying to bridge the gap of problems
between schools and workplace environments. According to Polya (1945), problem-solving
is not an innate skill, but rather something that can be developed. Polya
compared problem-solving skills to swimming, emphasizing it is a practical
Skill. Since problem-solving skills can be learned after birth, and video gameplay can provide a real-world situation, game-based learning is an issue worthy
of research, discussion, and application in formal education.
Games can teach us about learning. Recent research indicates
problem-solving skills involve two facets: rule identification and rule
application (Schweizer et al. 2013). Rule identification refers to the ability
to acquire knowledge of the problem-solving environment, and rule application
is the ability to control the environment by applying the knowledge acquired (Shute
& Emihovich, 2018). In well-designed video games, game players often require
identifying and applying rules. Take Use Your Brainz, a video game used to
develop a stealth assessment of problem-solving skill, as an example, four-facet
competency models have been included in the game, including analyzing givens
and constraints, planning a solution pathway, using tools effectively and
efficiently, and monitoring and evaluating progress. People who play games can
discover the rules and apply what they have learned to become better at the
game the more often they play it. This is the so-called practice makes perfect.
Finding rules in games that seem to be irregular is what games can teach us
about learning. In other words, the ability to solve problems will become
stronger after learning by playing games.
Reference
Shute,
V. J., & Emihovich, B. (2018). Assessing Problem-Solving Skills in
Game-Based Immersive Environments. Springer International Handbooks of
Education Second Handbook of Information Technology in Primary and Secondary
Education,635-648. doi:10.1007/978-3-319-71054-9_40
Farber,
M. (2019, January 24). The Benefits of Constructionist Gaming. Retrieved from
https://www.edutopia.org/article/benefits-constructionist-gaming
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