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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

Social Media is Killing the LMS Star - A Bootleg of Bryan Alexander's Lost Presentation... - 0 views

  • Hence the title of my talk. CMSes lumber along like radio, still playing into the air as they continue to gradually shift ever farther away on the margins. In comparison, Web 2.0 is like movies and tv combined, plus printed books and magazines. That’s where the sheer scale, creative ferment, and wife-ranging influence reside. This is the necessary background for discussing how to integrate learning and the digital world.
  • Moreover, unless we consider the CMS environment to be a sort of corporate intranet simulation, the CMS set of community skills is unusual, rarely applicable to post-graduation examples. In other words, while a CMS might help privacy concerns, it is at best a partial, not sufficient solution, and can even be inappropriate for already online students.
  • Think of a professor bringing a newspaper to class, carrying a report about the very subject under discussion. How can this be utilized practically? Faculty members can pick a Web service (Google News, Facebook, Twitter) and search themselves, sharing results; or students can run such queries themselves.
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  • A second emergent field concerns social media literacy. An increasing amount of important communication occurs through Web 2.0 services.
  • Can the practice of using a CMS prepare either teacher or student to think critically about this new shape for information literacy? Moreover, can we use the traditional CMS to share thoughts and practices about this topic?
  • And so we can think of the CMS. What is it best used for? We have said little about its integration with campus information systems, but these are critical for class (not learning) management, from attendance to grading. Web 2.0 has yet to replace this function. So imagine the CMS function of every class much like class email, a necessary feature, but not by any means the broadest technological element. Similarly the e-reserves function is of immense practical value. There may be no better way to share copyrighted academic materials with a class, at this point. These logistical functions could well play on.
  • Students can publish links to external objects, but can’t link back in.
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    Discussion on how LMS and CMS are fading into the margins, and social media is taking the center stage.
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    Tiukkaa analyysiä LMS:ien (oppimisen hallintajärjestelmien) auttamattomista rajoituksista nykyisessä viestintäyhteiskunnassa.
Tarmo Toikkanen

FreeRice - 0 views

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    Simple game for testing and improving your English vocabulary, and donating food while playing.
Tarmo Toikkanen

DeepLeap: The Fast-Paced Word Game! - 0 views

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    "Spell words from the tiles to gain points. 75 tiles drop every game, reload or click here to play a new game."
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    Kenties englannin opiskeluun?
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.
Tero Toivanen

YouTube - Crayon Physics Deluxe - 1 views

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    Uskomaton peli, jolla voi myös oppia. Maailma muuttuu hurjaa vauhtia...
Tero Toivanen

YouTube - Born to Learn - 3 views

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    Todella hieno ja oivaltava video siitä, miksi lapsuus ja murrosikä ovat niin tärkeitä asioita. Miksi leikki on niin tärkeää!
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