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Mapa mental

Intrinsic Motivations for Learning

Kerrie Callaghan Games Development Inglés

Mind map on intrinsic motivations for learning: challenge, curiosity, fantasy and control

Mind map: intrinsic motivations for learning

Contenido del mapa

Intrinsic Motivations for Learning

  1. Challenge

    • Should provide an optimal level of difficulty
      • Lack of success = lack of interest
    • Clear, fixed goals
    • OR
    • goals generated by the player
    • Proximal Goals
      • Near goals
      • Provide sustained motivation
    • Distal Goals
      • Distant Goals
    • Uncertain Outcomes
      • Goal attainment must be uncertain
      • Created by
        • Difficulty levels
        • Multiple levels of goals
        • Hidden information, selectively revealed
        • Randomness
    • Performance Feedback
      • Should be...
        • Frequent
        • Clear
        • Constructive
        • Encouraging
    • Self-Esteem
      • The activity should employ...
        • graded difficulty levels
        • positive feedback techniques
        • to promote feelings of competence!
      • The activity may employ personally meaningful goals that have...
        • Instrumental relevance
          • What they learn may help them in the future
            • Knowing how to fix a broken down car
        • Fantasy relevance
          • Embed material in meaningful context
        • Social relevance
          • A way people are more likely to enjoy
  2. Curiosity

    • Sensory curiosity
      • Enhanced by audio + visual effects
    • Cognitive curiosity
      • Triggered by incomplete knowldege
        • People desire completeness and parsimony!
    • Both challenge and curiosity require an optimal level
      • Difficulty in one case
      • Complexity in the other
  3. Fantasy

    • Evokes mental images of situations that are not actually present
      • Identification with imagined characters/contexts
    • Should appeal to the emotional needs of the learner
    • War
    • Destruction
    • Competition
    • Should provide appropriate metaphors for the materials presented for learning
      • Flight simulators for pilots
    • Exogenous relationship
      • Arbitrary relationship between fantasy and what is being taught
    • Endogenous relationship
      • The content cannot be changed
  4. Control

    • Activity should promote feelings of control for the learner
    • Contingency
      • Feedback as a result of learner's success or failures
    • Choice
      • Choice over aspects of learning environment
        • Which task to undertake
        • How difficult a goal should be
      • Personalization of the activity
      • Perception of control vs. actual control
        • Forgetting the story is pre-determined
      • However, too much choice is a negative thing

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Details challenge, curiosity, fantasy and control.
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