• No results found

Games that motivate to learn: Designing Serious Games by Identified Regulations

N/A
N/A
Protected

Academic year: 2021

Share "Games that motivate to learn: Designing Serious Games by Identified Regulations"

Copied!
4
0
0

Bezig met laden.... (Bekijk nu de volledige tekst)

Hele tekst

(1)

Games that motivate to learn: Designing Serious Games by

Identified Regulations

Citation for published version (APA):

Deen, M., & Schouten, B. A. M. (2011). Games that motivate to learn: Designing Serious Games by Identified Regulations. In Handbook of Research on Improving Learning and Motivation through Educational Games: Multidisciplinary Approaches (pp. 330-351). IGI Global. https://doi.org/10.4018/978-1-60960-495-0.ch016

DOI:

10.4018/978-1-60960-495-0.ch016

Document status and date: Published: 01/04/2011

Document Version:

Publisher’s PDF, also known as Version of Record (includes final page, issue and volume numbers)

Please check the document version of this publication:

• A submitted manuscript is the version of the article upon submission and before peer-review. There can be important differences between the submitted version and the official published version of record. People interested in the research are advised to contact the author for the final version of the publication, or visit the DOI to the publisher's website.

• The final author version and the galley proof are versions of the publication after peer review.

• The final published version features the final layout of the paper including the volume, issue and page numbers.

Link to publication

General rights

Copyright and moral rights for the publications made accessible in the public portal are retained by the authors and/or other copyright owners and it is a condition of accessing publications that users recognise and abide by the legal requirements associated with these rights. • Users may download and print one copy of any publication from the public portal for the purpose of private study or research. • You may not further distribute the material or use it for any profit-making activity or commercial gain

• You may freely distribute the URL identifying the publication in the public portal.

If the publication is distributed under the terms of Article 25fa of the Dutch Copyright Act, indicated by the “Taverne” license above, please follow below link for the End User Agreement:

www.tue.nl/taverne Take down policy

If you believe that this document breaches copyright please contact us at: openaccess@tue.nl

providing details and we will investigate your claim.

(2)

330

Copyright © 2011, IGI Global. Copying or distributing in print or electronic forms without written permission of IGI Global is prohibited.

Chapter 16

Menno Deen

Fontys University of Applied Sciences, The Netherlands

Ben A.M. Schouten

Fontys University of Applied Sciences, The Netherlands

Games that Motivate to Learn:

Design Serious Games by

Identified Regulations

ABSTRACT

It is commonly acknowledged that intrinsically motivated learning makes for better students. Yet, facili-tating students to become intrinsically motivated to learn is difficult, if not, impossible to accomplish. As every student has different and personal intrinsic needs, the design of regulations that satisfy intrinsic needs may seem an unfruitful approach to serious game design. Inspired by research to the beta-version of the second language game CheckOut!, this chapter proposes a different approach to serious game design, based on identified regulations.

Identified regulations are negotiations with personal valued rules. The regulations can be positioned between external regulations (based on punishments and rewards) and intrinsic regulations (based on a personal willingness to act). To develop identified regulations, game designers should create a corre-spondence between the game regulations and the student’s perceptions about the educational instruction. To accomplish this fit, game designers could not conceal the learning within a game, but explicitly communicate the constructed knowledge to the player. Progressive feedback, the availability of vari-ous learning styles in the game, and the embedding of the game in a social environment, might satisfy students’ needs for competence, autonomy and relatedness to significant others. When these needs are satisfied within the context of the educational instructions, students might become motivated to learn during play, and even when the game is over.

(3)

331

Games that Motivate to Learn

INTRODUCTION

‘Hello! I am Stella, your tour guide for DreamBox Learning K-2 Math’, Stella, a red-haired girl wel-comes us to the world of sums and equations. We are ‘playing’ DreamBox, an internet application designed by DreamBox Learning Ltd. (2009a) for middle school students. By solving equations and other math exercises, students can explore an imaginary world of dinosaurs and fairies. Dream-Box is an example of e-learning applications that uses game-elements to make ‘serious learning, serious fun’ (Dreambox Learning, 2009b).

There are many motivational features that can enhance the initial enjoyment for equating in DreamBox. These features consist of scoring points and unlocking mini-games or cinematics1. Educational applications like DreamBox rely ex-cessively on punishments and rewards. As research shows, these external regulations may diminish motivations for learning (Arnold, 1976; Lepper, Corpus, & Iyengar, 2005)2. Furthermore, external regulations may obscure the learning content; they may change the player’s focus from learning to scoring points and avoiding failures.

Many of today’s serious games are based on external regulations. Players are often encour-aged to (learn or) play by the prospect of gaining victory over a classmate, increasing one’s high score or receiving a particular award. We propose a different regulation to motivate learning, called identified regulation. Identified regulations are defined by Ryan & Deci (2000) as the negotia-tions with personally important-, and consciously valued rules and goals. We argue that identified regulations are a more feasible approach to seri-ous games than external regulations. Identified regulations may motivate learning during play, and after the game is over.

This hypothesis is inspired by Deen’s (2009) validation of the second language learning game CheckOut! (Beta Version) (Ranj Serious Games & ROC West-Brabant, 2010). The game is designed with identified regulations in mind. Deen found a

change in students’ motivation towards traditional3 second language instruction. Although not fully implemented, certain identified regulations may account for this motivational change.

We argue that games can change students’ motivations to learn for the better. By design-ing a game trough identified regulations and by satisfying three basic human needs (competence, autonomy, and relatedness), students may become motivated to play and learn, even when the game is over.

NEED THEORY: COMPETENCE,

AUTONOMY, AND RELATEDNESS

Game theorist Sutton-Smith assumes that ‘psy-chological factors operate internally to determine the range of gratifications that the players will get from the activity and the needs that it will meet’ (1959, p. 24). The psychological factors that determine motivations are researched in what is called Theory of Needs, a part of cognitive psychology. According to Need Theory, (pos-sible) need satisfaction is an essential condition to act. Specific goals, rules and activities (called regulations) may satisfy a particular need and in turn motivate to act.

It remains difficult to pinpoint which needs are satisfied through which regulations. People in different circumstances have different needs. The personal character of needs is stressed by Reiss’ theory of sixteen basic human desires (2004, 2009), for example needs for vengeance, eating, and romance are circumstance dependent. Most likely, these needs are not always of main importance to learning processes, nor are other basic human needs, like physiological needs or needs for safety (Maslow, 1943).

The needs and regulations described by self-determination theory (Ryan & Deci, 2000) fit an educational environment better. Ryan & Deci defined three types of motivation: amotivation, extrinsic motivation and intrinsic motivation, as

(4)

20 more pages are available in the full version of this document, which may

be purchased using the "Add to Cart" button on the product's webpage:

www.igi-global.com/chapter/games-motivate-learn/52502?camid=4v1

This title is available in InfoSci-Educational Technologies, InfoSci-Books,

Library Science, Information Studies, and Education, Select,

InfoSci-Educational Science and Technology, Advances in Game-Based Learning.

Recommend this product to your librarian:

www.igi-global.com/e-resources/library-recommendation/?id=13

Related Content

GBL as PBL: Guidelines for Game-Based Learning in the Classroom and Informal Science Centers

Brad Hoge (2015). Gamification: Concepts, Methodologies, Tools, and Applications (pp. 364-388). www.igi-global.com/chapter/gbl-as-pbl/126067?camid=4v1a

Computer Games for Algorithm Learning

Sahar Shabanah (2011). Handbook of Research on Improving Learning and Motivation through

Educational Games: Multidisciplinary Approaches (pp. 1036-1063).

www.igi-global.com/chapter/computer-games-algorithm-learning/52534?camid=4v1a

Investigating Youth’s Life Online Phenomena: Subverting Dichotomies through Negotiation of Offline and Online Identities

Azilawati Jamaludin and Yam San Chee (2011). International Journal of Gaming and Computer-Mediated

Simulations (pp. 1-18).

www.igi-global.com/article/investigating-youth-life-online-phenomena/61145?camid=4v1a

Driving Home the Message: Using a Video Game Simulator to Steer Attitudes Away From Distracted Driving

Edward Downs (2014). International Journal of Gaming and Computer-Mediated Simulations (pp. 50-63). www.igi-global.com/article/driving-home-the-message/115578?camid=4v1a

Referenties

GERELATEERDE DOCUMENTEN

By analyzing the interviews that were held and several other sources (for a full review, see the references chapter) it becomes clear that (a) companies are actively searching

We focused on agricultural LUC and identified hot and cold spots for two major pathways from agricultural land to (i) built-up and (ii) to forest and semi-natural open land.. Due

We have presented two ways in which to achieve coordination by design: concurrent decomposition, in which all agents receive tasks with an additional set of constraints prior

• A submitted manuscript is the version of the article upon submission and before peer-review. There can be important differences between the submitted version and the

In The Beautiful Screaming of Pigs Galgut uses the game of rugby, which has special significance in the South African context, as a metaphor to exemplify Patrick’s inability

Firstly, the aim was to assess lignin production in transgenic sugarcane transformed with a construct aimed at down-regulating the 4- (hydroxyl) cinnamoyl CoA

De ijle matrix waarop we LU-decompositie toepassen, kan als volgt met een graph (V,E) geassocieerd worden:.. De knopen van de graph (elementen van V) worden

dynamics; fun; learning; pilot test; prototype; serious games; serious games gauge (SGG); success factors; systematic literature review (SLR); theory