Looking at In Game Achievements (Motivation)
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Transcript of Looking at In Game Achievements (Motivation)
Twitter:@kkapp
Motivation
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Agenda
What rewards are the most effective?What are the types of
reward structures for learning?
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3How do various types of rewards
motivate?
Motivation
Intrinsic Motivation
Extrinsic Motivation
Types of AchievementsMeasurement Achievement -Completing a task to a certain degree.
Measured against:- other player’s performance.- their own past performance.- standard set by game designer.
It is evaluative in nature.
Types of AchievementsMeasurement Achievement -Completing a task to a certain degree.
Measured against:- other player’s performance.- their own past performance.- standard set by game designer.
It is evaluative in nature.
Measurement Achievements are evaluative because they
allow learners to reflect on their performance in relation to goal they have set for themselves or that have been set in the game.
Think of a scale.
Types of AchievementsCompletion Achievement -Completing a task.
Does not tell a learner how well they have done.
Primarily binary—you’ve completed a task or you haven’t
Best Practice
Use measurement achievements instead of completion achievements to increase Intrinsic motivation through feedback.
Types of TaskBoring Task –Something a learner doesn’t want to do.
A task the learner would not engage in unless they received somethingin return.
Type of TaskInteresting Task –Task the player would engage in without any additional motivation.
No need to provide rewards but, do provide feedback.
Make achievementsattentional.
Type of TaskInteresting Task –Task the player would engage in without any additional motivation.
No need to provide rewards but, do provide feedback.
Make achievementsattentional. Attentional-Focus the learner’s
attention on important lessons or strategies used for the task.
Best Practice
Reward players for boring tasks and give them feedback for interesting tasks. Make achievements for interesting tasks attentional.
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Achievement DifficultyAchievement Difficulty–An achievement should be the result of overcoming a challenging goal for a learner to fulfill as moderate difficulty leads to superior gains in performance and a greater sense of accomplishment upon completion.
Achieving a goal increases a learner’s confidence.
Achievement DifficultyUse verbal “boosts” to motivate players through difficult achievements.
Best Practice
Make achievements challenging for the greatest returns in learner performance and learning. Phrase achievements and design interaction to increase player confidence and reflection on task.
Good job! You have properly aligned the
antenna by placing it 14 inches from the plane.
Good job! You have properly aligned the
antenna by placing it 14 inches from the plane.
X
Goal OrientationPerformance Orientation – Learners who favor performance orientation are concerned with other people’s assessment of their competence.
These are direct goals like time and points earned.
This tends to result in less risk-taking and less in-game exploration.
When individuals are given performance-oriented goals, they typically perform better only with simple, non-complex tasks.
Goal OrientationMastery Orientation – Learners who favor mastery orientation are concerned with improving their proficiency.
Learner’s with this mindset will accept errors and seek challenging task that provide them with an opportunity to develop their competences.
Goal OrientationMastery Orientation –
When given mastery goals, players will have more self-confidence and utilize more effective strategies. Research shows that people given master-oriented goals perform better on complex tasks.
Create achievements that acknowledge that effort players are putting forth and support them during challenges.
Best Practice
For learning tasks requiring creativity or complicated strategies, instill mastery orientation.
Achievement Expectancy Unexpected Achievement– Occur when a learner did not anticipate receiving an achievement. They perform a task with no expectancy of receiving a reward.
Unexpected achievements can be used to encourage creative play and exploration in a game environment.
Achievement Expectancy Expected Achievement– Expected achievements allow learners to set goals for themselves before they begin. There are for well-established benefits to having learners set goals for themselves.
1- Goals will allow the learner to have objectives and allocate their resources to complete them.2-Having a goal increases the amount of effort someone is willing to put into a task. 3-Learners who have goals are less likely to give up when they encounter a difficult task.4-Learners who set goals for themselves will acquire new knowledge and skills to meet those goals.
Best Practice
Primarily use expected achievements so players can establish goals for themselves and create a schema of the game (information to be learned).
Make sure achievement descriptions accurately reflect what needs to be done by the player and what is important.
Negative AchievementsNegative Achievement– Earning a negative achievement can cause a player to lose their sense of competence and independence which will make their game playing experince less fulfilling. .
Best Practice
Don’t use negative achievements as a punishment for failure. Provide feedback within the system that can assist struggling players.
Achievements as Currency Currency– Earned achievements can be sued as virtual currency in games. The learner then can then “buy” items or rewards they see as valuable within the game. Currency rewards have a high return on task performance.
Best Practice
Offer players currency for completing tasks instead of rewards to give them a greater sense of control. Use a currency system to enhance a game, but be careful that currency acquisition doesn’t become the main reason the learners play the game.
Incremental & Meta Achievements
Incremental– Occur for completing more than one task in sequence. Incremental achievements are awarded in a chain for performing the same task through scaling levels of difficulty.
Make the spacing between the incremental achievements, both in time and in-game location, separated enough so the players don’t feel too controlled.
Incremental & Meta Achievements
Incremental and meta achievements can be used as a type of scaffolding, a “training wheels” approach used in teaching. Here, learners are given a seemingly complex task to do, only its broken into smaller pieces and sequenced. Each time they perform a small portion of the task they are rewarded.
Best Practice
Use incremental and meta achievements to hold the learner’s interest for longer period of time and guide them to related activities.
Cooperative Achievements
Cooperative Achievements – Earned by learners working toward a goal together. Cooperative environments have been associated with academic achievement increased self-esteem and higher positivity when evaluating peers.
A good way to do this is to encourage experienced learners to help novices within the game.
Cooperative Achievements
The metrics used for earning achievements should assess individual performances within the group setting.
The groups should be kept relatively small to decrease social loafing and process loss.
Best Practice
To foster a cooperative environment, offering achievements for more advanced learners to assist less experienced learners should be considered as an option. Keep groups small.
Summary
• Type of Achievement, • Achievement Difficulty• Goal Orientation• Expected or Unexpected• Achievement as Currency, • Don’t Use Negative Achievements, • Incremental and Meta-achievement • Cooperative Achievements.
• Type of Achievement, • Achievement Difficulty• Goal Orientation• Expected or Unexpected• Achievement as Currency, • Don’t Use Negative Achievements, • Incremental and Meta-achievement • Cooperative Achievements.
Assignment:
Create a reward structure for the project you are current working on.
Considerations: Type of task, type of achievement, achievement difficulty, goal orientation, expected or unexpected, currency, negative achievement, meta-achievement and/or cooperative achievements.