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Tarmo Toikkanen

How Rewards Can Backfire and Reduce Motivation | PsyBlog - 3 views

  • As you can see the expected reward had decreased the amount of spontaneous interest the children took in drawing (and there was no statistically significant difference between the no reward and surprise reward group). So, those who had previously liked drawing were less motivated once they expected to be rewarded for the activity. In fact the expected reward reduced the amount of spontaneous drawing the children did by half. Not only this, but judges rated the pictures drawn by the children expecting a reward as less aesthetically pleasing.
  • Rewards reduce intrinsic motivation
  • In one study smokers who were rewarded for their efforts to quit did better at first but after three months fared worse than those given no rewards and no feedback (Curry et al., 1990). Indeed those given rewards even lied more about the amount they were smoking.
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  • tangible rewards tend to have a substantially negative effect on intrinsic motivation (...) Even when tangible rewards are offered as indicators of good performance, they typically decrease intrinsic motivation for interesting activities.
  • This is why play can become work when we get paid. The person who previously enjoyed painting pictures, weaving baskets, playing the cello or even writing blog posts, suddenly finds the task tedious once money has become involved.
  • When we do something for its own sake, because we enjoy it or because it fills some deep-seated desire, we are intrinsically motivated. On the other hand when we do something because we receive some reward, like a certificate or money, this is extrinsic motivation.
  • Rewards have even been found to make people less creative and worse at problem-solving.
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    Miten palkkio vaikuttaa motivaation? Sisäiseen motivaation se vaikuttaa tässä blogissa mainittujen tutkimusten mukaan negatiivisesti.
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    Joo, nykyinen motivaatiotutkimus on ihan mielenkiintoista. Vaikka sisäisen ja ulkoisen motivaation jako on jo vähän vanhahtava, on se edelleen hyvä ajattelun väline. Modernimpi tulkinta olisi varmaankin, että sen sijaan, että jännite muodostuisi toimijan ja tehtävän välille, se muodostuu toimijan ja palkkion välille.
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    "Yet psychologists have long known that rewards are overrated. The carrot, of carrot-and-stick fame, is not as effective as we've been led to believe. Rewards work under some circumstances but sometimes they backfire. Spectacularly."
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    Jos tuota sisäistä motivaatiota vertaa Mihály Csíkszentmihályin Flow-ilmiöön, ollaan lähellä samoja asioita. Flow-tilassa ulkoisille palkkioille ei ole tarvetta. Se on mielestäni myös optimaalinen tila oppimista ajatellen. Sosiaalisen median välineet saattavat olla muuten aika hyviä tähän tilaan pääsemiseen. Itseopiskelu voi muuttua lähes addiktiota aiheuttavaksi sen avulla.
Tarmo Toikkanen

What educational question is Second Life the answer to? - 0 views

  • In another session Shailey Minocha and Rita Tingle discussed the importance of a sense of presence and a sense of place which are harder to achieve in a 2D environment. They also suggest from their research that activities in Second Life don’t actually enhance learning in themselves but by creating a sense of community and common purpose they can build motivation in learners which then leads to better learning.
  • it’s amazing how included you feel…I would never have been able to take part in the activities offered by the OU if they hadn’t been in Second Life…everyone joins in and really helps me learn
  • The avatar becomes an extension of the self and people in her Glasgow evening classes call each other by their avatar names. Kath feels that people’s identity is more real in Second Life somehow than in their Facebook presence.
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  • Maggie Savin-Baden from Coventry reports that students think play is important but perceive that staff think it’s a distraction from learning.
  • There is no doubt that virtual worlds are enhancing social contact and quickly become as real to their participants as “real” communication. If you don’t believe this think how much we believe we’re hearing someone’s voice when we pick up the telephone. It’s just a reproduction of their voice transported in multiple ways through complex communication networks but we con ourselves into thinking we’re actually hearing their voice.
  • Edward Castranova quotes Gartner’s prediction that by 2011 80% of web users will use an avatar and have a “second life”.
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    Analyysia Second Lifen hyödyistä opetuksessa.
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    Research shows that activities in Second Life don't actually enhance learning in themselves but by creating a sense of community and common purpose they can build motivation in learners which then leads to better learning.
Tarmo Toikkanen

Networked Learning Design - Occasional rants - I was wrong: games ARE an alte... - 0 views

  • E-learning designers believe that people learn through "content". They assume that encountering content will lead people to change their behaviour. Games designers believe that people learn through "experience". They assume that having experiences - doing and feeling things - leads to change in behaviour. E-learning designers believe we must be "nice" to our learners in case they go away. They assume that the relationship between the course and the learner is a weak one so that if there's any significant challenge, the learner will give up. Games designers believe that we can challenge people and they'll stick with it. Indeed, it is progressive challenges that form much of the motivation for gamers. E-learning designers believe that we learn step by step (hence linearity, page-turning etc.). Game designers believe we absorb lots of things all at once (hence HUDs, complex information screens etc.). E-learning designers believe that learning experiences are emotionally neutral (in spite of all that's written about the importance of emotion in learning). Games designers always seek an "angle", an attitude.
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    "games are an utterly different vision of learning, separated from e-learning by a huge and uncrossable chasm"
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    Miten pelit ja eOpetus eroavat toisistaan.
Tero Toivanen

21st Century Leadership | - 0 views

  • In a presentation given to us by Pieter Spinder, the tribe-cheerleader himself, he describes his vision of what leadership could mean in the 21st Century:
  • Leadership qualities that he firmly believes are integral to be a successful leader both for yourself and the world include: humility and integrity.
  • “If you lose your integrity, you lose everything.”
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  • the courage to fail and learn from it is essential to being a successful risk-taker.
  • The 21st Century leader can coach teams in collaboration, consensus building, and conflict resolution.
  • “If you are passionate about something, that’s where you will lead.”
  • Further qualities Spinder addresses include magnanimity and openness.
  • “A leader must have vision, must engender respect, be determined and honest, must be able to bind people and analyze, inspire and motivate, must be able to listen but take decisions. A certain degree of charisma is also desired. It’s a combination of vision and perseverance on one hand, and modesty and openness on the other. “
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    Mitä edellytetään 21. vuosisadan johtajalta?
Tero Toivanen

YouTube - RSA Animate - Drive - 1 views

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    Todella havainnollinen video siitä, mikä meitä todella motivoi. Tärkeätä muistaa myös koulussa. Arvosanat ja kokeet eivät välttämättä ole parhaita metodeja oppilaiden motivoimiseksi parhaisiin tuloksiin.
Tarmo Toikkanen

Heroes? at Bionic Teaching - 0 views

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    Challenge your students' established views to get them interested.
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    Tässä kaunis (vai ruma?) esimerkki opiskelijoiden huomion keräämisestä sopivalla visualisoinnilla.
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