"A student survey instrument was created that captures student perceptions of the instructional characteristics of their course, their learning, and their satisfaction with the course. The data collected from the student survey was merged with data from institutional student information systems (e.g., demographics and course grade)."
This is a heady rant about motivating your user. (7 min).
While some of the big words might be off putting, the simple game examples should be inviting. ?
It serves as advice on making someone feel glad they performed a task you setup for them. The speaker is talking about video games, and behavioral engineering, but I think it relates to motivating online students.
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tl;dr?
the core takeaway is: points ain't rewards.
Just because you gave someone points, doesn't mean they received them as a reward. Points only work as rewards when they are a "token" of whatever currency the player values. I think this is fascinating to keep in mind when trying to motivate students. (you might think of grades and degrees as tokens in different currencies)
+ I'm curious to learn how much the field of "instructional design" leverages behavioral engineering.
"The History and Future of (Mostly Higher) Education:
How We Can Unlearn Our Old Patterns to Relearn for a Happier, More Productive, Ethical, and Socially Engaged Future*
COURSERA/Duke University: JANUARY 27, 2014-MARCH 8 2014
DRAFT SYLLABUS (Posted October 6, 2013)"
In this course, you will learn about Phytophthora so that you can reduce the risk of Phytophthora disease in your nursery. The course is divided into three modules: It is best to go through each module in order. Each module should take 1-2 hours to complete, although you may start and stop as often as you like.