Game and learning mechanics under the perspective of self-determination theory for supporting motivation in digital game based learning. Presented at GALAconf 2015 by Jean-Nicolas Proulx and Margarida Romero.
The Cognitive Evaluation Theory suggests there are two motivation systems - intrinsic and extrinsic. Intrinsic motivators come from performing a task itself and include achievement, responsibility, and competence, while extrinsic motivators are external rewards like pay, promotion, and working conditions. The theory explains that when organizations use extrinsic rewards to motivate superior performance, it can reduce intrinsic motivation. Specifically, allocating extrinsic rewards for behavior previously motivated intrinsically tends to decrease overall motivation levels over time.
Self-Determination Theory is a framework for studying human motivation and personality with a focus on extrinsic motivation from external rewards and opinions versus intrinsic motivation from internal interests and values. The theory posits that social and cultural factors can either support or undermine people's sense of autonomy, competence, and relatedness, which enhances performance, persistence, and creativity when satisfied, but leads to ill-being and poor functioning when thwarted. The document discusses applying self-determination theory to learning and provides examples of fostering autonomy, competence, and relatedness in educational contexts.
The document summarizes Edwin Locke's goal-setting theory of motivation from the 1960s. It states that specific, challenging goals along with feedback lead to higher task performance. Goals provide direction for employees and motivation to work towards attainment. Clear, measurable goals result in better output than vague goals. Goals should be realistic yet challenging to give a sense of pride and set employees up for future goals. Feedback further improves performance by directing behavior.
A Systematic Review Of The Impact Of Games And Simulations On LearningJoshua Gorinson
This document summarizes the results of a systematic review of 217 research articles on the impact of games and simulations on learning published between 1998-2007. The review was conducted by researchers with the Simulation and Advanced Gaming Environments (SAGE) for Learning project to address inconsistent findings in prior research due to a lack of clear definitions. The review found that games and simulations promote structuring of knowledge, development of problem-solving skills, and integration of information. It also found they develop cooperation, communication, and human relations skills. However, the studies showed significant methodological weaknesses and a lack of indicators to accurately estimate effectiveness. The researchers conclude by recommending ways to address these methodological issues in future research.
This document reviews research on gamification and learning. It begins by defining gamification and identifying its key elements. It then discusses three main areas of research: the impact of gamification on motivation, engagement, and learning outcomes. Regarding motivation, the research shows that extrinsic rewards can undermine intrinsic motivation, and gamification does not motivate all students equally. For engagement, factors like intrinsic motivation, customization, and novelty affect engagement over time. In terms of learning outcomes, some studies link gamification to improved problem-solving and emotions, but its effects depend highly on individual users. Overall, more customized and long-term research is still needed to fully understand gamification's impacts.
This document summarizes research on the use of digital games, simulations, and virtual worlds for educational purposes. It finds that while serious games are widely used for training in fields like the military and healthcare, their adoption in formal education has been limited. The document outlines challenges to integrating serious games into classrooms and argues that educators need guidance on how to design, select, and assess games to meet educational goals and fit within existing lesson structures.
This document summarizes a research study on applying elements of digital game reward systems to computer-assisted learning models. The study analyzed the exponential reward systems of 4 popular digital games with over 10 million players. It found the reward systems function similarly to exponential learning models proposed by educators. Based on this, the study proposes a computer-assisted learning model designed like the digital game reward systems, allowing difficulty to scale appropriately to learner level. Normalized evaluation of game data supported the models' similarity to factors influencing learning efficacy like motivation. The study suggests digital game reward mechanisms could motivate learning when incorporated into educational algorithms and artificial intelligence systems.
Video games is a fast growing industry all over the world. Amount of time and money spent on the games industry cannot stay without our attention. Video games have interest and attention of school aged youth. Which make us think of the possibility of using video games in learning process, particularly in educational institutions.I discuss influence of video games and concentrate on learning through video games and its main learning principles. My essay is mainly based on J.P. Gee works.
The Cognitive Evaluation Theory suggests there are two motivation systems - intrinsic and extrinsic. Intrinsic motivators come from performing a task itself and include achievement, responsibility, and competence, while extrinsic motivators are external rewards like pay, promotion, and working conditions. The theory explains that when organizations use extrinsic rewards to motivate superior performance, it can reduce intrinsic motivation. Specifically, allocating extrinsic rewards for behavior previously motivated intrinsically tends to decrease overall motivation levels over time.
Self-Determination Theory is a framework for studying human motivation and personality with a focus on extrinsic motivation from external rewards and opinions versus intrinsic motivation from internal interests and values. The theory posits that social and cultural factors can either support or undermine people's sense of autonomy, competence, and relatedness, which enhances performance, persistence, and creativity when satisfied, but leads to ill-being and poor functioning when thwarted. The document discusses applying self-determination theory to learning and provides examples of fostering autonomy, competence, and relatedness in educational contexts.
The document summarizes Edwin Locke's goal-setting theory of motivation from the 1960s. It states that specific, challenging goals along with feedback lead to higher task performance. Goals provide direction for employees and motivation to work towards attainment. Clear, measurable goals result in better output than vague goals. Goals should be realistic yet challenging to give a sense of pride and set employees up for future goals. Feedback further improves performance by directing behavior.
A Systematic Review Of The Impact Of Games And Simulations On LearningJoshua Gorinson
This document summarizes the results of a systematic review of 217 research articles on the impact of games and simulations on learning published between 1998-2007. The review was conducted by researchers with the Simulation and Advanced Gaming Environments (SAGE) for Learning project to address inconsistent findings in prior research due to a lack of clear definitions. The review found that games and simulations promote structuring of knowledge, development of problem-solving skills, and integration of information. It also found they develop cooperation, communication, and human relations skills. However, the studies showed significant methodological weaknesses and a lack of indicators to accurately estimate effectiveness. The researchers conclude by recommending ways to address these methodological issues in future research.
This document reviews research on gamification and learning. It begins by defining gamification and identifying its key elements. It then discusses three main areas of research: the impact of gamification on motivation, engagement, and learning outcomes. Regarding motivation, the research shows that extrinsic rewards can undermine intrinsic motivation, and gamification does not motivate all students equally. For engagement, factors like intrinsic motivation, customization, and novelty affect engagement over time. In terms of learning outcomes, some studies link gamification to improved problem-solving and emotions, but its effects depend highly on individual users. Overall, more customized and long-term research is still needed to fully understand gamification's impacts.
This document summarizes research on the use of digital games, simulations, and virtual worlds for educational purposes. It finds that while serious games are widely used for training in fields like the military and healthcare, their adoption in formal education has been limited. The document outlines challenges to integrating serious games into classrooms and argues that educators need guidance on how to design, select, and assess games to meet educational goals and fit within existing lesson structures.
This document summarizes a research study on applying elements of digital game reward systems to computer-assisted learning models. The study analyzed the exponential reward systems of 4 popular digital games with over 10 million players. It found the reward systems function similarly to exponential learning models proposed by educators. Based on this, the study proposes a computer-assisted learning model designed like the digital game reward systems, allowing difficulty to scale appropriately to learner level. Normalized evaluation of game data supported the models' similarity to factors influencing learning efficacy like motivation. The study suggests digital game reward mechanisms could motivate learning when incorporated into educational algorithms and artificial intelligence systems.
Video games is a fast growing industry all over the world. Amount of time and money spent on the games industry cannot stay without our attention. Video games have interest and attention of school aged youth. Which make us think of the possibility of using video games in learning process, particularly in educational institutions.I discuss influence of video games and concentrate on learning through video games and its main learning principles. My essay is mainly based on J.P. Gee works.
The document discusses how failure is viewed differently in Silicon Valley compared to Europe. In Silicon Valley, failure is seen as a normal part of innovating and entrepreneurs are encouraged to "fail fast and fail often." Failure is more of a badge of honor and learning experience. In contrast, failure carries a much greater stigma in Europe where bankruptcy can be more punitive and seen as a personal tragedy. This difference in culture influences the level of risk-taking and entrepreneurship.
The document discusses how failure is viewed differently in Silicon Valley versus Europe. In Silicon Valley, failure is seen as a normal part of innovating and entrepreneurs are encouraged to "fail fast and fail often." Failure is more of a badge of honor and learning experience. In contrast, failure carries a much greater stigma in Europe where bankruptcy is more punitive and failure is seen as a personal tragedy. The freedom to fail without stigma in the U.S. helps fuel more risk-taking and entrepreneurship.
The document discusses how failure is viewed differently in Silicon Valley versus Europe. In Silicon Valley, failure is seen as a normal part of innovating and entrepreneurs are encouraged to "fail fast and fail often." Failure is more of a badge of honor and learning experience. In contrast, failure carries a much greater stigma in Europe where bankruptcy is more punitive and failure is seen as a personal tragedy. The freedom to fail without stigma in the U.S. helps fuel more risk-taking and entrepreneurship.
EXPLORING THE POTENTIAL USE OF GAME WALKTHROUGH IN EDUCATION: COMPARISON OF V...IJITE
The advantages of using serious games for education have already been proven in many studies, especially
narrative VR games, which allow players to remember more information. On the other hand, game
walkthrough can compensate for the disadvantages of gaming, such as pervasiveness and convenience.
This study investigates whether game walkthrough of serious games can have the same learning effect as
serious games. Use game creation (samples) and questionnaires, this study will compare the information
that viewers remember from game walkthrough and actual game play, analyze their strengths and
weaknesses, and examine the impact of the VR format on the results. The results proved that while game
walkthrough allows subjects to follow the experiences of actual game players with a certain degree of
empathy, they have limitations when it comes to compare with actual gameplay, especially when it comes
to topics that require subjects to think for themselves. Meanwhile game walkthrough of VR game is not a
medium suitable for making the receiver memorize information. For prevalence and convenience, however,
serious games walkthrough is a viable educational option outside the classroom.
Alternative Assessment Strategies For Complex Problem Solving In Game-Based L...Jessica Thompson
This chapter discusses alternative assessment strategies for complex problem solving in game-based learning environments. It argues that new technologies like digital games require new ways of conceptualizing learning, instruction and assessment. The chapter reviews literature on game-based learning and finds little empirical evidence that it improves complex problem solving skills. It then proposes an integrated assessment framework to guide research and practice in this area. This framework was used in a longitudinal study to collect and analyze data on instructional design strategies in an MMOG learning environment.
This document summarizes reflections on a Coursera course about gamification. It discusses how the Coursera platform structures the class material engagingly for all levels. The course effectively breaks down game elements and motivations. Interviews with experts Ethan Mollick and Bing Gordon provide insights on gamification's impacts and cautions around morality. Both see potential in gamification to motivate learning if guided by research on best practices.
5th and 6th April 2019 #Nice06 @fabLINE06 will host intergenerational playful robotics activities. The event will include modular robotics workshops for different generations as well as Game Based Learning activities to develop creativity, collaboration, problem solving, and computational thinking. The workshops are part of research on intergenerational and creative learning conducted at the LINE research laboratory in Nice, France.
This study explored the use of the educational video game MinecraftEdu in middle school classrooms. It analyzed student outcomes, attitudes of teachers, students and parents, and interactions on the virtual learning environment Edmodo. While student academic outcomes did not significantly improve and some parents had negative views, most students found MinecraftEdu fun, engaging, and a good way to explore and learn about history in an immersive virtual environment. The study used a quasi-experimental design to compare students who used MinecraftEdu to a control group, surveys to assess attitudes, and message analysis to study online interactions. Overall, the results suggest video games may enhance motivation and creativity even if they do not directly improve test scores.
Educational Game Design for Online EducationHafidzah Aziz
The document discusses educational game design for online education. It begins by outlining some limitations of traditional e-learning and how educational games can help address issues like lack of motivation. It then reviews different approaches to educational game design, including edutainment games tightly linked to content, repurposing existing commercial games, and specially designed games. The document identifies key pedagogical requirements for educational games in online education, such as integration with e-learning standards/platforms and adaptation to individual learners. Finally, it proposes a product-family approach using educational game engines with built-in features to facilitate game development while meeting pedagogical needs.
Interactivity, Games, and Gamification: A Research-Based Approach to Engaging...Karl Kapp
Games, gamification and game-based learning have entered into the vocabulary of trainers, elearning developers and instructional designers in the past few years. While the use of games for learning seems like a good match, questions arise. How should games be integrated into the curriculum? Can attitudes and behavior change result from playing a game? What elements of games can learning designers borrow from game designers? The answer to these questions can be found in the research on game-based learning.
This interactive presentation includes many examples of using game-based learning for performance improvement and highlights how organizations have used games to achieve learning success. And, yes, you will play a game at this presentation. Discover how research-based practices fit in with today's fast-paced need for quick, effective instruction.
LASI 2023 Examining Game Mechanics and Extrinsic Motivation in a Group Awaren...DaviniaHERNANDEZLEO
This document summarizes a study that examined how game mechanics and extrinsic motivation can be used in group awareness tools for collaborative learning. It describes how group awareness tools provide social, behavioral, and cognitive indicators about a group's contributions and goals. The study used the Learning Mechanics-Game Mechanics framework and Self-Determination Theory to analyze a specific group awareness tool called PyramidApp. The tool used feedback and behavioral momentum game mechanics to motivate participation. Students using the tool had higher participation rates and found the awareness features useful. The document proposes additional game mechanics like avatars, progression, and cooperation/competition that could further improve engagement.
Games, Simulations and Gamification in Learning Design and Delivery Karl Kapp
What role should games, simulations and gamification play in learning design and delivery?
Games, gamification and game-based learning have entered into the vocabulary of trainers, elearning developers and instructional designers in the past few years. While the use of games for learning seems like a good match, questions arise. How should games be integrated into the curriculum? Can attitudes and behavior change result from playing a game? What elements of games can learning designers borrow from game designers? The answer to these questions can be found in the research on game-based learning.
This interactive presentation includes many examples of using game-based learning for performance improvement and highlights how organizations have used games to achieve learning success. Discover how research-based practices fit in with today's fast-paced need for quick, effective instruction.
Using games with students.
What are the best games for classroom use?
This presentation includes links to several existing free or online games that could be used by educators. It includes some ideas about how to use games with students, benefits, assessment, and 3 ways to obtain games: use an existing game, students make games, the instructor makes a game.
Playing to Learn: Using Games and Simulations in the Classroom 07-19-11Andy Petroski
Playing to Learn: Games and Simulations in the Classroom
12:30 PM - 3:30 PM
Promote active learning, impact student motivation and improve learning outcomes through the use of games and simulations in the classroom. Technology expands the opportunities for learning through games by increasing the interaction, expanding the audience and tracking the results. This session provides an overview of using games and simulations for learning, including an exploration of the impact of games and simulations, the types of games and simulations and considerations for using games and simulations in the classroom. Off-the-shelf games and game templates that can be implemented immediately will be reviewed and simple tools for creating your own games will also be explored.
This document discusses serious games and learning theories. It provides background on definitions of serious games and how they are designed to have educational purposes beyond pure entertainment. It describes how early serious games were based on behaviorist models using rewards, while later games incorporate more experiential and socio-cultural pedagogical models. It also discusses challenges in assessing learning from serious games and how games can demonstrate complex interconnected issues.
Emerging Learning and Development Models: Part OneSahil Parikh
Part one of ten in a series on emerging learning concepts from the areas of gamification and mlearning. In this post Dr. David Chandross discusses microlearning and intrinsic motivation.
Check us out at www.gameandtrain.com for more information and great content!
How to Build a Module in Odoo 17 Using the Scaffold MethodCeline George
Odoo provides an option for creating a module by using a single line command. By using this command the user can make a whole structure of a module. It is very easy for a beginner to make a module. There is no need to make each file manually. This slide will show how to create a module using the scaffold method.
The document discusses how failure is viewed differently in Silicon Valley compared to Europe. In Silicon Valley, failure is seen as a normal part of innovating and entrepreneurs are encouraged to "fail fast and fail often." Failure is more of a badge of honor and learning experience. In contrast, failure carries a much greater stigma in Europe where bankruptcy can be more punitive and seen as a personal tragedy. This difference in culture influences the level of risk-taking and entrepreneurship.
The document discusses how failure is viewed differently in Silicon Valley versus Europe. In Silicon Valley, failure is seen as a normal part of innovating and entrepreneurs are encouraged to "fail fast and fail often." Failure is more of a badge of honor and learning experience. In contrast, failure carries a much greater stigma in Europe where bankruptcy is more punitive and failure is seen as a personal tragedy. The freedom to fail without stigma in the U.S. helps fuel more risk-taking and entrepreneurship.
The document discusses how failure is viewed differently in Silicon Valley versus Europe. In Silicon Valley, failure is seen as a normal part of innovating and entrepreneurs are encouraged to "fail fast and fail often." Failure is more of a badge of honor and learning experience. In contrast, failure carries a much greater stigma in Europe where bankruptcy is more punitive and failure is seen as a personal tragedy. The freedom to fail without stigma in the U.S. helps fuel more risk-taking and entrepreneurship.
EXPLORING THE POTENTIAL USE OF GAME WALKTHROUGH IN EDUCATION: COMPARISON OF V...IJITE
The advantages of using serious games for education have already been proven in many studies, especially
narrative VR games, which allow players to remember more information. On the other hand, game
walkthrough can compensate for the disadvantages of gaming, such as pervasiveness and convenience.
This study investigates whether game walkthrough of serious games can have the same learning effect as
serious games. Use game creation (samples) and questionnaires, this study will compare the information
that viewers remember from game walkthrough and actual game play, analyze their strengths and
weaknesses, and examine the impact of the VR format on the results. The results proved that while game
walkthrough allows subjects to follow the experiences of actual game players with a certain degree of
empathy, they have limitations when it comes to compare with actual gameplay, especially when it comes
to topics that require subjects to think for themselves. Meanwhile game walkthrough of VR game is not a
medium suitable for making the receiver memorize information. For prevalence and convenience, however,
serious games walkthrough is a viable educational option outside the classroom.
Alternative Assessment Strategies For Complex Problem Solving In Game-Based L...Jessica Thompson
This chapter discusses alternative assessment strategies for complex problem solving in game-based learning environments. It argues that new technologies like digital games require new ways of conceptualizing learning, instruction and assessment. The chapter reviews literature on game-based learning and finds little empirical evidence that it improves complex problem solving skills. It then proposes an integrated assessment framework to guide research and practice in this area. This framework was used in a longitudinal study to collect and analyze data on instructional design strategies in an MMOG learning environment.
This document summarizes reflections on a Coursera course about gamification. It discusses how the Coursera platform structures the class material engagingly for all levels. The course effectively breaks down game elements and motivations. Interviews with experts Ethan Mollick and Bing Gordon provide insights on gamification's impacts and cautions around morality. Both see potential in gamification to motivate learning if guided by research on best practices.
5th and 6th April 2019 #Nice06 @fabLINE06 will host intergenerational playful robotics activities. The event will include modular robotics workshops for different generations as well as Game Based Learning activities to develop creativity, collaboration, problem solving, and computational thinking. The workshops are part of research on intergenerational and creative learning conducted at the LINE research laboratory in Nice, France.
This study explored the use of the educational video game MinecraftEdu in middle school classrooms. It analyzed student outcomes, attitudes of teachers, students and parents, and interactions on the virtual learning environment Edmodo. While student academic outcomes did not significantly improve and some parents had negative views, most students found MinecraftEdu fun, engaging, and a good way to explore and learn about history in an immersive virtual environment. The study used a quasi-experimental design to compare students who used MinecraftEdu to a control group, surveys to assess attitudes, and message analysis to study online interactions. Overall, the results suggest video games may enhance motivation and creativity even if they do not directly improve test scores.
Educational Game Design for Online EducationHafidzah Aziz
The document discusses educational game design for online education. It begins by outlining some limitations of traditional e-learning and how educational games can help address issues like lack of motivation. It then reviews different approaches to educational game design, including edutainment games tightly linked to content, repurposing existing commercial games, and specially designed games. The document identifies key pedagogical requirements for educational games in online education, such as integration with e-learning standards/platforms and adaptation to individual learners. Finally, it proposes a product-family approach using educational game engines with built-in features to facilitate game development while meeting pedagogical needs.
Interactivity, Games, and Gamification: A Research-Based Approach to Engaging...Karl Kapp
Games, gamification and game-based learning have entered into the vocabulary of trainers, elearning developers and instructional designers in the past few years. While the use of games for learning seems like a good match, questions arise. How should games be integrated into the curriculum? Can attitudes and behavior change result from playing a game? What elements of games can learning designers borrow from game designers? The answer to these questions can be found in the research on game-based learning.
This interactive presentation includes many examples of using game-based learning for performance improvement and highlights how organizations have used games to achieve learning success. And, yes, you will play a game at this presentation. Discover how research-based practices fit in with today's fast-paced need for quick, effective instruction.
LASI 2023 Examining Game Mechanics and Extrinsic Motivation in a Group Awaren...DaviniaHERNANDEZLEO
This document summarizes a study that examined how game mechanics and extrinsic motivation can be used in group awareness tools for collaborative learning. It describes how group awareness tools provide social, behavioral, and cognitive indicators about a group's contributions and goals. The study used the Learning Mechanics-Game Mechanics framework and Self-Determination Theory to analyze a specific group awareness tool called PyramidApp. The tool used feedback and behavioral momentum game mechanics to motivate participation. Students using the tool had higher participation rates and found the awareness features useful. The document proposes additional game mechanics like avatars, progression, and cooperation/competition that could further improve engagement.
Games, Simulations and Gamification in Learning Design and Delivery Karl Kapp
What role should games, simulations and gamification play in learning design and delivery?
Games, gamification and game-based learning have entered into the vocabulary of trainers, elearning developers and instructional designers in the past few years. While the use of games for learning seems like a good match, questions arise. How should games be integrated into the curriculum? Can attitudes and behavior change result from playing a game? What elements of games can learning designers borrow from game designers? The answer to these questions can be found in the research on game-based learning.
This interactive presentation includes many examples of using game-based learning for performance improvement and highlights how organizations have used games to achieve learning success. Discover how research-based practices fit in with today's fast-paced need for quick, effective instruction.
Using games with students.
What are the best games for classroom use?
This presentation includes links to several existing free or online games that could be used by educators. It includes some ideas about how to use games with students, benefits, assessment, and 3 ways to obtain games: use an existing game, students make games, the instructor makes a game.
Playing to Learn: Using Games and Simulations in the Classroom 07-19-11Andy Petroski
Playing to Learn: Games and Simulations in the Classroom
12:30 PM - 3:30 PM
Promote active learning, impact student motivation and improve learning outcomes through the use of games and simulations in the classroom. Technology expands the opportunities for learning through games by increasing the interaction, expanding the audience and tracking the results. This session provides an overview of using games and simulations for learning, including an exploration of the impact of games and simulations, the types of games and simulations and considerations for using games and simulations in the classroom. Off-the-shelf games and game templates that can be implemented immediately will be reviewed and simple tools for creating your own games will also be explored.
This document discusses serious games and learning theories. It provides background on definitions of serious games and how they are designed to have educational purposes beyond pure entertainment. It describes how early serious games were based on behaviorist models using rewards, while later games incorporate more experiential and socio-cultural pedagogical models. It also discusses challenges in assessing learning from serious games and how games can demonstrate complex interconnected issues.
Emerging Learning and Development Models: Part OneSahil Parikh
Part one of ten in a series on emerging learning concepts from the areas of gamification and mlearning. In this post Dr. David Chandross discusses microlearning and intrinsic motivation.
Check us out at www.gameandtrain.com for more information and great content!
Similar to 20151210 proulx-romero-gala conf-r02 (20)
How to Build a Module in Odoo 17 Using the Scaffold MethodCeline George
Odoo provides an option for creating a module by using a single line command. By using this command the user can make a whole structure of a module. It is very easy for a beginner to make a module. There is no need to make each file manually. This slide will show how to create a module using the scaffold method.
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Exploiting Artificial Intelligence for Empowering Researchers and Faculty, In...Dr. Vinod Kumar Kanvaria
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In this slide, we'll explore how to set up warehouses and locations in Odoo 17 Inventory. This will help us manage our stock effectively, track inventory levels, and streamline warehouse operations.
ISO/IEC 27001, ISO/IEC 42001, and GDPR: Best Practices for Implementation and...PECB
Denis is a dynamic and results-driven Chief Information Officer (CIO) with a distinguished career spanning information systems analysis and technical project management. With a proven track record of spearheading the design and delivery of cutting-edge Information Management solutions, he has consistently elevated business operations, streamlined reporting functions, and maximized process efficiency.
Certified as an ISO/IEC 27001: Information Security Management Systems (ISMS) Lead Implementer, Data Protection Officer, and Cyber Risks Analyst, Denis brings a heightened focus on data security, privacy, and cyber resilience to every endeavor.
His expertise extends across a diverse spectrum of reporting, database, and web development applications, underpinned by an exceptional grasp of data storage and virtualization technologies. His proficiency in application testing, database administration, and data cleansing ensures seamless execution of complex projects.
What sets Denis apart is his comprehensive understanding of Business and Systems Analysis technologies, honed through involvement in all phases of the Software Development Lifecycle (SDLC). From meticulous requirements gathering to precise analysis, innovative design, rigorous development, thorough testing, and successful implementation, he has consistently delivered exceptional results.
Throughout his career, he has taken on multifaceted roles, from leading technical project management teams to owning solutions that drive operational excellence. His conscientious and proactive approach is unwavering, whether he is working independently or collaboratively within a team. His ability to connect with colleagues on a personal level underscores his commitment to fostering a harmonious and productive workplace environment.
Date: May 29, 2024
Tags: Information Security, ISO/IEC 27001, ISO/IEC 42001, Artificial Intelligence, GDPR
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1. Game and learning mechanics under
the perspective of
self-determination theory for
supporting motivation in
digital game based learning
Jean-Nicolas PROULX
Université Laval
@JeanNicolasProu
Jean-Nicolas.Proulx.1@ulaval.ca
Margarida ROMERO
Université Laval
@margaridaromero
margarida.romero@fse.ulaval.ca
10th December, 2015
Rome, Italy https://goo.gl/HJF5UK
2. Proulx, J.-N., & Romero, M. (2015). Game and learning mechanics under the perspective of self-determination theory for supporting
motivation in digital game based learning. Presented at the Game and Learning Alliance conference (GALA 2015), Rome. Accessed from
https://www.slideshare.net/secret/p2w7Yn7e3snqjF.
Presentation plan
Digital games and motivation
Self-determination theory
The Learning Mechanics and Game Mechanics (LM-GM) model
LM-GM model under the lens of Self-determination Theory
3. Proulx, J.-N., & Romero, M. (2015). Game and learning mechanics under the perspective of self-determination theory for supporting
motivation in digital game based learning. Presented at the Game and Learning Alliance conference (GALA 2015), Rome. Accessed from
https://www.slideshare.net/secret/p2w7Yn7e3snqjF.
Digital games and motivation
While games are generally portrayed as “fun”, not every game experience is
perceived as fun by the players.
According to Filsecker and Hickey (2014, p. 138) empirical studies that uses games
shows “inconsistent patterns of results concerning motivation and learning”.
Squire (2011) did not attribute the appearance of motivation only to the use of
games, but to a coherence between different factors such as students’ goals and
life history, the game affordances, and the institutional context.
Then…
4. Proulx, J.-N., & Romero, M. (2015). Game and learning mechanics under the perspective of self-determination theory for supporting
motivation in digital game based learning. Presented at the Game and Learning Alliance conference (GALA 2015), Rome. Accessed from
https://www.slideshare.net/secret/p2w7Yn7e3snqjF.
Digital games and motivation
This brings the hypothesis that
serious games have indeed the
potential to foster motivation and
learning, but this potential might
not turn into a concrete form if
certain conditions regarding the
game and the learning context are
not met.
IMG:http://ed240s11pm.wikispaces.com/Growing+Up+Digital
5. Proulx, J.-N., & Romero, M. (2015). Game and learning mechanics under the perspective of self-determination theory for supporting
motivation in digital game based learning. Presented at the Game and Learning Alliance conference (GALA 2015), Rome. Accessed from
https://www.slideshare.net/secret/p2w7Yn7e3snqjF.
Self-Determination Theory (SDT)
According to the SDT, people are directed towards growth and gain fulfillment through
the integration of their experiences toward the development of a cohesive sense of self.
In order to achieve growth, people should develop three aspects :
SDT
Autonomy : acting according to
his own volition or will.
Competence : the need to develop a
certain level of knowledge and skills to
develop tasks with a certain
competence.
Relatedness: the need of
belonging and attachment to
other people.
6. Proulx, J.-N., & Romero, M. (2015). Game and learning mechanics under the perspective of self-determination theory for supporting
motivation in digital game based learning. Presented at the Game and Learning Alliance conference (GALA 2015), Rome. Accessed from
https://www.slideshare.net/secret/p2w7Yn7e3snqjF.Self-determination TheoryAmotivation Extrinsic motivation Intrinsic Motivation
Non
regulation
External
Regulation
Introjected
Regulation
Identified
Regulation
Integrated
regulation
Intrinsic
Regulation
Lack of
motivation
Controlled Motivation Autonomous Motivation
Lowest Relative
Autonomy
Highest Relative
Autonomy
Self-determination Continuum. From Ryan & Deci (2009, p. 177)
7. Proulx, J.-N., & Romero, M. (2015). Game and learning mechanics under the perspective of self-determination theory for supporting
motivation in digital game based learning. Presented at the Game and Learning Alliance conference (GALA 2015), Rome. Accessed from
https://www.slideshare.net/secret/p2w7Yn7e3snqjF.
Self-determination and Flow Theory
The concept of flow experience was introduced by Csikszentmihalyi (1975) and
can be defined as a state of complete absorption or engagement into a task.
In their research, Kowal and Fortier (1999) indicates that participants who had a self-
determined motivation reached the highest states of flow experience.
According to Lee (2005) students with autonomous motivation are more likely to reach
the flow experience and be deeply engaged in their task.
However, fostering self-determination in a school setting can be challenging.
8. Proulx, J.-N., & Romero, M. (2015). Game and learning mechanics under the perspective of self-determination theory for supporting
motivation in digital game based learning. Presented at the Game and Learning Alliance conference (GALA 2015), Rome. Accessed from
https://www.slideshare.net/secret/p2w7Yn7e3snqjF.
Game and learning mechanics (LM-GM)
Instead of analyzing games as a whole, it becomes possible to analyze games
according to their learning and game mechanics.
The Learning Mechanics – Game Mechanics (LM-GM) model was proposed by Lim
et al. (2013) was used as a way to create a bridge between pedagogical intentions
and game elements.
Serious game mechanics (SGM) are defined by Arnab et al. (2015, p. 395) as “game
components that translate a pedagogical practice/pattern into concrete mechanics
directly perceivable by a player’s actions”.
9. Proulx, J.-N., & Romero, M. (2015). Game and learning mechanics under the perspective of self-determination theory for supporting
motivation in digital game based learning. Presented at the Game and Learning Alliance conference (GALA 2015), Rome. Accessed from
https://www.slideshare.net/secret/p2w7Yn7e3snqjF.
LM-GM model
Portion of the learning-game mechanics (LM-GM) proposed by Lim et al. (2013)
10. Proulx, J.-N., & Romero, M. (2015). Game and learning mechanics under the perspective of self-determination theory for supporting
motivation in digital game based learning. Presented at the Game and Learning Alliance conference (GALA 2015), Rome. Accessed from
https://www.slideshare.net/secret/p2w7Yn7e3snqjF.
LM-GM under the lens of self-determination theory
Even if a game is pedagogically relevant, it doesn’t mean that it will be fun or
engaging.
The game is much more likely to be considered as fun by students if they can relate
to their personal life with the game or if they are offered meaningful choices that
takes into consideration their “needs, interests, goals, ability and cultural
background” (Katz & Assor, 2007, p. 11).
11. Proulx, J.-N., & Romero, M. (2015). Game and learning mechanics under the perspective of self-determination theory for supporting
motivation in digital game based learning. Presented at the Game and Learning Alliance conference (GALA 2015), Rome. Accessed from
https://www.slideshare.net/secret/p2w7Yn7e3snqjF.
Amotivation Extrinsic motivation Intrinsic Motivation
Thinking skills level
Non
Regulation External regulation → Integrated regulation
Intrinsic
Regulation
Lack of
motivation
Controlled Motivation Autonomous Motivation
Autonomy Lowest relative autonomy Highest Relative Autonomy
Accountability
Designing
Ownership
Status/Titles
Strategy/planning
Ownership
Planning
Responsibility
Creating
Action points
Assessment
Rewards/penalties
Assessment
Incentive
External motivation
Collaboration
Communal
discovery
Game turns
Collaboration
Hypothesis
Reflect/Discuss
Evaluating
Feedback
Feedback
Shadowing
Analyze
Experimentation
Identity
Analyzing
12. Proulx, J.-N., & Romero, M. (2015). Game and learning mechanics under the perspective of self-determination theory for supporting
motivation in digital game based learning. Presented at the Game and Learning Alliance conference (GALA 2015), Rome. Accessed from
https://www.slideshare.net/secret/p2w7Yn7e3snqjF.
LM-GM under the lens of self-determination theory
Self-determination theory can come handy in order to create a context within the
game that promotes autonomous motivation. This can be easily done with LM-GM
model, because we would then need to exploit game mechanics in a way that foster
SDTs components.
We develop the research hypothesis that improving the learning activities in the
classroom by integrating the game and learning mechanics which fosters self-
determinated motivation could have an impact not only on the fun and flow
experience, but also on the learning process and outcomes.
However, this framework has yet to be tested on the field.
Experimentations are planned around Fall 2016 in order evaluate both motivation and
learning.
13. Proulx, J.-N., & Romero, M. (2015). Game and learning mechanics under the perspective of self-determination theory for supporting
motivation in digital game based learning. Presented at the Game and Learning Alliance conference (GALA 2015), Rome. Accessed from
https://www.slideshare.net/secret/p2w7Yn7e3snqjF.
References
Arnab, S., Lim, T., Carvalho, M. B., Bellotti, F., Freitas, S., Louchart, S., De Gloria, A. (2015). Mapping learning and game mechanics for
serious games analysis. British Journal of Educational Technology, 46(2), 391–411. http://doi.org/10.1111/bjet.12113.
Csikszentmihalyi, M. (1975). Play and intrinsic rewards. Journal of Humanistic Psychology. Retrieved from
http://psycnet.apa.org/psycinfo/1977-03308-001.
Filsecker, M., & Hickey, D. T. (2014). A multilevel analysis of the effects of external rewards on elementary students’ motivation,
engagement and learning in an educational game. Computers & Education, 75, 136–148.
Katz, I., & Assor, A. (2007). When choice motivates and when it does not. Educational Psychology Review, 19(4), 429–442.
Kowal, J., & Fortier, M. S. (1999). Motivational determinants of flow: Contributions from self-determination theory. The Journal of Social
Psychology, 139(3), 355–368.
Lee, E. (2005). The relationship of motivation and flow experience to academic procrastination in university students. The Journal of
Genetic Psychology, 166(1), 5–15.
T. Lim, S. Louchart, N. Suttie, J. Ritchie, R. Aylett, I.A. Stanescu, et al. Strategies for effective digital games development and
implementation Y. Baek, N. Whitton (Eds.), Cases on digital game-based learning: Methods, models, and strategies, Information Science
Reference, Hershey, PA (2013), pp. 168–19.
Ryan, R. M., & Deci, E. L. (2009). Promoting self-determined school engagement. Handbook of Motivation at School, 171–195.
Squire, K. (2011). Video Games and Learning: Teaching and Participatory Culture in the Digital Age. Technology, Education–Connections
(the TEC Series). ERIC. Retrieved from http://eric.ed.gov/?id=ED523599.
14. Game and learning mechanics under the perspective
of self-determination theory for supporting
motivation in digital game based learning
Jean-Nicolas PROULX
Université Laval
@JeanNicolasProu
Jean-Nicolas.Proulx.1@ulaval.ca
Margarida ROMERO
Université Laval
@margaridaromero
margarida.romero@fse.ulaval.ca
10th December, 2015
Rome, Italy https://goo.gl/HJF5UK
Many thanks for your attention!
All feedback and suggestions are
welcomed !
Editor's Notes
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