Psychological Focus Points

Based on existing psychological research done on gamification we’ve found some information that will help us motivate and keep our user base engaged. The lists below does not contain the full models, only the points we want to focus on. We will further explain how we intend to implement these into our app in future blog posts, but here’s an overview:

ARCS Model – A well know theory in the field of  instructional design, and is used as framework for creating e-learning and courseware.

  • Relevance (making the experience feel relevant)
    • Goal orientation – orienting the learner towards the goal by describing how, and by illustrating the importance of reaching the goal, and how  the goal will help the learner
    • Familiarity, showing how new knowledge is related to existing knowledge of the learners
  • Confidence (make the learners confident)
    • Learners like to be successful and success builds on success. Create small opportunities of success along the way by completing small milestones.
  • Satisfaction (learners need to feel that the learning has value and is worth the continued effort)
    • Provide learners the opportunity to successfully apply their knowledge and skills in a real or simulated setting so they can “see” what they have learned being applied.
    • Provide positive encouragement and reinforcement of the new learning as a strategy to motivate them throughout the learning process.
    • Try to tap into the intrinsic motivation of the learners.
    • Maintain a sense of of equity with the learners by maintaining consistent standards and measures of success.

Malone’s Theory of Intrinsic Motivating Instructions – In the 1980s Malone did a study of various games to find out why they were fun and motivational. From this he presented a model that includes elements of Challenge, Fantasy and Curiosity

  • Challenge (challenge depend on goals with uncertain outcomes)
    • Challenges is flavored by the perception of the learner : If a user see a piece of software as a tool, he or she won’t want  the use of the tool to be difficult. But if the learner sees the software as a toy, he or she expects and is motivated by challenge and wants to try to  figure out the software. For these learners the game is a challenge.
    • Goals should be personally meaningful to the learner and should be obvious or easily generated. Provide feedback towards progress. The learning environment should enhance the players’ self-esteem ( see also ARCS)

Lepper’s  Instructional Design Principles for Intrinsic Motivation (researcher from Stanford University who proposed some principles in instructional design to invoke Intrinsic motivation instead of relaying on extrinsic rewards)

  • Control
    • Provide learners with a sense of control over the learning activity
    • Let them have some say in into when to initiate and when to terminate an activity
    • Allow the learner to make decisions independent of outside influences.
    • Create an environment that minimizes extrinsic constraints on an activity and decrease any exiting extrinsic constraints over time.
  • Challenge
    • Create an activity that is continually challenging to learners.
  • Contextualization
    • Use an authentic context and environment to stress the utilitarianism of the learning

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