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Kasthuri Gopalaratnam

Education Week: Study Finds Timing of Student Rewards Key to Effectiveness - 3 views

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    Interesting study on rewards and motivation: Some excerpts - Rewards worked much better if they were given to students before the test, not after. Researchers found students worked significantly harder to keep what they had than they did to win something new. But none of the incentives worked at any age if students knew they wouldn't get the reward for a month. "All motivating power of the incentives vanishes when rewards are handed out with a delay," the researchers concluded. "Especially among children, the difference between right now and tomorrow is a big difference," Ms. Sadoff said. "For all students it's important that the reward be immediate." That impatience creates a massive problem for incentive programs based on state test results, which can often take months to turn around.
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    Thanks for this Kasthuri! This gives additional strength to the immediacy of digital rewards and students having access to their own "stats" (both potentially available in games and simulations). The thought of actual green-back monetary rewards for study/learning gives me the heebie-jeebies. I appreciated Alexandra M. Usher's comment, that "it's really important to reward inputs, not outputs [and] to reward behavior that kids can control, rather than just telling them to get better grades."
Lisa Schnoll

Open Innovation, Crowdsourcing, Prize Competitions | InnoCentive - 3 views

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    This takes rewards to a whole new level. Do you think people contribute to this website because the are motivated by the cash rewards or because they are genuinely interested in problem solving?
Stephanie Fitzgerald

Solve for X: Adrien Treuille on collaborative science - YouTube - 3 views

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    This ten-minute video uses the protein-folding game FoldIt and another crowdsourced science game called EteRNA as examples. Speaker Adrien Treuille (from CMU) talks about rewards in these types of crowdsourcing games starting around 5:50. He envisions scientific discovery, software development, product design, and societal change being "solved" in the future through a platform that allows for finding, engaging, and paying people at a very individual level: "Find Me, Engage Me, Pay Me."
Lin Pang

What's Wrong With the Teenage Mind? - 3 views

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    an interesting point from the article: "adolescents aren't reckless because they underestimate risks, but because they overestimate rewards-or, rather, find rewards more rewarding than adults do."
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    I really enjoyed this article, thank you. I find it very interesting to explore from a neurological perspective how some aspects of our modern world impact children and teens. So often parents say that the world is different today, but it is important to realize that the way we function does not change so quickly.
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    I noticed this article as well - I think it's absolutely fascinating! Now I'm curious about the implications of these findings for designing educational technologies for adolescents: how can products take advantage of these proclivities? A more difficult question would be - is there any way that technologies can counteract these tendencies in order to bring more balance/rationality into a teenager's world?
Parisa Rouhani

No fair! Why your brain hates inequities - Behavior- msnbc.com - 0 views

  • people prefer a level playing field,
  • Our study shows that the brain doesn’t just reflect self-interested goals, but instead, these basic reward processing regions of the brain seem to be affected by social information
  • humans are attuned to inequality, and we just don't like it.
  • ...3 more annotations...
  • The researchers monitored signals in the striatum and prefrontal cortex , parts of the brain thought to be involved in how people evaluate rewards. They found that the brain activity in these areas was greater for the "rich" subjects when money was transferred to the other player than to themselves, whereas the "poor" subjects' brains showed the opposite pattern
  • n other words, everyone seemed to prefer a financial equality.
  • these regions were responding most when the outcome would be the most fair,
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    research shows that people prefer equity in situations. fairness affects one's emotions about a situation
Tracy Tan

forum discussion - 0 views

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    This is a link to a forum discussion page where concerned Singaporean parents discuss whether or not to give monetary rewards to their children for A grades. It also features an article which interviews Prof Richard Ryan (or Ryan & Deci). Interesting to see parents grapple with this and try to come to terms with research evidence..
Tracy Tan

History in Leeds, then maths in California; The internet has opened up a huge new world... - 0 views

(Restricted access article, so I'm posting it here.) I found what was said about 'engaging online learning experiences' very insightful: "It must be a well ordered, curated experience that underst...

online learning curating

started by Tracy Tan on 27 Mar 12 no follow-up yet
Stephanie Fitzgerald

Just Press Play - 1 views

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    Learn about the gamification of the university experience at RIT's School of Interactive Games & Media. I learned about this at a MIT talk on Civic Games, which was written up here: http://civic.mit.edu/blog/mstem/event-writeup-civic-games. They only really touched on motivation, autonomy, and rewards, but the transcript is also worth checking out for the names of people, books, and sites mentioned.
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    I forgot to point out the interesting use of RFID in Just Press Play.
Jennifer Jocz

Why Everything Is Becoming a Game - 1 views

  • Over the last year, he started grading two of his classes (both involved with game design) using a system based on “experience points,” or XP, similar to the way gamers in World of Warcraft and other massively multiplayer games award points for various tasks. Students started the year at level one, with zero XP, and then gained points — and higher grades — by completing “quests” and “crafting,” which corresponded to giving presentations and doing exams and quizzes. Students also formed “guilds” similar to the gaming groups that rule WoW and other multiplayer games. Sheldon says that his students seemed far more engaged than they had been before.
  • The bottom line is that good games take advantage of people’s innate desire to compete with each other, but balance that with their need to receive rewards, including the approval of their peers — rewards that in some cases can be used to modify their behavior in certain ways. T
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    Interesting article about how certain features of video games (gaining experience points, forming guilds, etc.) are being incorporated in unexpected ways in our lives.
Aradhana Mudambi

Purdue U and PBS TeacherLine Team on STEM Training for Educators -- THE Journal - 0 views

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    Here's some more stuff on technology and STEM, but as it pertains to professional development. The question is how does this program motivate teachers other than the extrinsic reward of professional development points???
sandra jacobo

With $2M From Zynga Co-founder & More, Sokikom Wants To Use Social, MMO Gaming To Help ... - 0 views

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    This game does a great job of incorporating the social aspect of gaming. In addition, Sokikom uses classroom management techniques to reward postive behavior through "class cash." It would be interesting to look at what behaviors are actually transferred into the classroom.
Chris Dede

The growing culture of impatience, where instant gratification makes us crave more inst... - 7 views

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    What happens when everything can be made engaging, instantly?
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    I read the UMass study that it references (average time to wait for a page to load is ~2 sec) when it came out and initially found it surprising, but after paying closer attention to my internet habits, I realized that I, too, am quite impatient!!
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    I do feel media can be viewed as a reward because of the high levels of enjoyment and engagement when one consumes media. That is why it is so 'gratifying' and we end up constantly yearning for it unless we train ourselves to observe our media consumption patterns. It is important to monitor these patterns.
Lin Pang

DIY.org is an Online Refrigerator for Kids' Artwork - 1 views

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    A good site that encourages kids to upload their artworks. They are encouraged by rewards. Parents can monitor their kids' portfolio using their dashboard and give comments. Instruction is kept simple on the site.
pradeepg

archived webinar on games for science learning by brainpop - 0 views

shared by pradeepg on 20 Mar 12 - No Cached
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    Is the content intrinsically integrated ? How do they use rewards ? Do share your thoughts if you watch this webinar.
Kiran Patwardhan

EIM to Release Learn 'N' Earn and Interactive Incentives Games Modules - 0 views

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    EIM (Excellence In Motivation) announces the addition of two new modules to its recognition and incentive suite of solutions. EIM's Learn 'N' Earn and Interactive Incentive Games will be unveiled to the public at the World at Work Total Rewards Conference in Orlando, FL, May 21-23, 2012.
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    This is a really new way to incentivize or gamify some mundane processes in corporations. I can see this having an impact. .
Chris Mosier

DimensionU math games "Hey Kids. Play Fun Games and Earn Rewards, a weekly allowance!" - 0 views

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    Off the heels of our class discussion on extrinsic motivation in paying students - The producers of this educational media have built in an "allowance pledge" for parents to pay their kids to play DimensionU's games.
Stephanie Fitzgerald

Why gaming in the classroom may soon be the norm | Firstpost - 5 views

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    An interesting post on games in education that links to many examples for learning to code and mentions some other online educational environments that use gamification.
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    Hi Stephanie - This article also seems to highlight the extrinsic rewards of points and badges -- calling it "gamification." And given our last conversation in class, I wonder if all the points and badges will kill the intrinsic desire to play the games. Interestingly, there was a comment with a link to another article http://www.hideandseek.net/2010/10/06/cant-play-wont-play/ where the writer notes that some games just use "pointification," and that the best games are the ones that have rich cognitive, emotional and social aspects, with choice and skill... but not dependent on points/badges. In light of our "motivation" conversations, it will be interesting to watch how gaming in the classroom plays out if they are largely point/badges driven.
Kiran Patwardhan

CU-Boulder nets $1.5 million NSF grant to continue video game design research - 0 views

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    The University of Colorado Boulder exceeded its own researchers' expectations with its iDREAMS Scalable Game Design Summer Institute, and that success has been rewarded with a new $1.5 million grant from the National Science Foundation. CU-Boulder researchers are tracking how video game design engages students in computational thinking and STEM simulation design.
Leslie Lieman

Badges: A solution to our teacher evaluation disaster? - 1 views

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    Cathy Davidson reflects on the recent Harvard Innovations in Learning and Teaching (HILT) symposium (wish I had been there) and shines light on the value of badges [peer rewards/extrinsic] vs. multiple-choice tests [often a disincentive to learning].
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