Title: Lecture 12 Enhancing Motivation
1Lecture 12 Enhancing Motivation
Associated reading Cordova, D. I. Lepper, M.
R. (1996). Intrinsic motivation and the process
of learning Beneficial effects of
contextualization, personalization, and choice.
Journal of Educational Psychology, 88 (4),
715-730.
- Cognitive Modeling and Intelligent Tutoring
Systems - Ken Koedinger
- Vincent Aleven
2Announcements
- Final presentation Next Monday
- Questions on final project?
3Lester
4Overview
- Review of Cordova Lepper study
- Discussion of implications for Cognitive Tutors
- Other related experiments
- Limitations of games
- Limitations of context
5Cordova Lepper Study
- Goals
- Explore effects of different motivational
enhancements to an educational game - Contextualization, Personalization, Choice
- Measure impact on student
- Learning
- Intrinsic motivation Direct relative enjoyment
- Longer term motivation self-competence
aspiration for future challenge - Task involvement
6Experimental Method
- Participants
- 70 4th 5th graders
- 5 Conditions
- No Fantasy control
- Generic Fantasy - No Choice
- Generic Fantasy - Choice
- Personalized Fantasy - No Choice
- Personalized Fantasy- Choice
- Procedure 5 sessions
- 1. Pre-test interest questionnaire
- 2 3. Play Space Quest or Math Game
- 4. Play Treasure Hunt or Math Game
- 5. Post-Test
7No-Fantasy Control Condition
- Based on old Apple II game How the West Was One
Three X Four - Given 3 numbers, combine using arith ops, compute
result, get feedback, move correct amount - Goal Get to 50 before computer opponent
- Strategies
- Use shortcuts
- Use target zones to move to next zone
- Bump opponent back 2 target zones
- 2 levels of computer opponent
- The best it can
- Pretty well but not great
8Achieving Fantasy Effects
- Two fantasies Space Quest Treasure Hunt
- Changes
- Start page included title relevant icons
- Prologue Intro characters mission
- Game board changes
- Intergalactic trail from Earth to Planet
Ektar w/ 4 space stations 2 intergalactic
tunnels
9Generic Fantasy Condition
10Achieving Personalization Effects
- Use interest questionnaire from day 1
- Change in prologue
- Its childs bday, 2088. your crew 3
friends necessary supplies 3 favorite foods
toys Commander nickname - Use childs name for various events
- Each turn Commander Toms turn
- Landing on intergalactic tunnel, on Earth
- Landing on Space Station
- You landed on the space station, Commander Tom.
You are now resupplied with childs 3 favorite
foods
11Achieving Student Choice Effects
- Students make the following choices
- Select the icon to represent them
- Name their space vehicle
- Select icon for alien (opponent)
- Name their opponent
- Select starting point for the two shortcuts on
board
12Personalization Choice Conditions
13Impact on Learning
20 item post-test. (Groups were the same at
pre-test.) Effect size (14.36 - 9.21) / 1.71
3.0!
14Overall liking for game
Rate from 1 (not at all) to 7 (very, very much)
15Willingness to stay after class
Rate from 1 (not at all) to 7 (very, very much)
16Relative enjoyment (compared with favorite board
games subjects in school)
Rate from 1 (a lot less fun) to 7 (a lot more fun)
17Potential Long-Term Motivational Effects
Perceived Competence
Level of Aspiration
How good were you at this game?
How challenging should next game be?
18On-Line Performance Measures
probs solved correctly
Use of hints
Spaces per turn
selection of higher level
Strategic Play
Use of complex operations
19Conclusions of Cordova Lepper
- Motivational enhancements can have a dramatic
effect - Not only on motivation, but also on learning
- Contextualizing, personalizing, choice all
provided enhancement - Possible with minimal modifications
- General principle
- Maximize match between motivating activity
actions relevant to learning!
20Overview
- Review of Cordova Lepper study
- Discussion of implications for Cognitive Tutors
- Other related experiments
- Limitations of games
- Limitations of context
21Possible Limits on the Generality of Cardova
Lepper Results?
- Fantasy might not be as effective for older
people -- would need to be more sophisticated - Names might work for adults
- cant make everything into a video game
- Video games may not be appealing to all
- Effects might go away over a longer period of
time - Better control condition (more focused
instruction or data/theory driven instruction of
order of operations) may have been harder to
beat
22How Could We Make Use of Such Results in
Cognitive Tutors?
- Fantasy -gt context problems
- Could use student names in problems, feedback,
etc. - Survey student interests and incorporate in
problems (may not work as well) - Let students pick problem contexts
- Business, environmental
- (LISP tutor didnt have any context -- why am I
learning to program)
23Possible Limits on the Generality of Cardova
Lepper Results? (2000 class answers)
- may depend on short time, what happens after 5
hours? - Outside private school?
- Will this work for older students? Jaded
- When does the novelty wear off?
- Limitations of literacy (requires reading).
- Interview(?) of students to get personalization
of data. Will this work in the field? - Does this work outside of games?
- Comparing against a more realistic control
condition -- instructional approach?
24How Could We Make Use of Such Results in
Cognitive Tutors? (2000 class answers)
- Add fantasy. (Are all contexts equal? E.g.,
incidental learning opportunities) - Add gaming.
- Give choice to select the contexts.
- Allow students to chose data set in Stats tutor.
- Reading tutor student choice vs. alternating
choice. Also an unpublished personalization
manipulation.
25Match between motivating learning actions
- When does increased motivational appeal also lead
to increased learning? - General Principle Match between
- Actions required for Ss to learn the material
- Actions required for Ss to enjoy the activity
- When actions are
- identical or mutually reinforcing, effects on
learning should be positive - mutually exclusive or at odds, effects on
learning should be negative
26Overview
- Review of Cordova Lepper study
- Discussion of implications for Cognitive Tutors
- Other related experiments
- Limitations of games
- Limitations of context
27Evaluating instructional games
- Are the goals of winning the game learning the
material congruent or mutually supporting? - If not, motivational activities take up time
otherwise devoted to learning - Example from Electronic Field Hockey
- Get charges in goal ... learn physics
- Soar cognitive model learned game without
learning any physics. - Follow-up study (college Ss) showed better
learning in 2 less game-like conditions.
Miller, C. S., Lehman, J. F., Koedinger, K. R.
(1999). Goals and learning in microworlds.
Cognitive Science, 23, (3), 305-336.
28Stat Lady Tutor Studies
- Cognitive Task Analysis of Stat Lady
- Think-alouds of student use, ACT-R cognitive
model of eye movements, time use - Conclusion Wasted time spent tracking irrelevant
feedback motivating context - Tutor redesign study (adult students)
- Removing feedback/motivation features
- Significantly decreased instruction time
- No negative impact on learning
- Removing the situated context information
- No negative impact on learning
Gluck, K. A., Shute, V. J., Anderson, J. R.,
Lovett, M. C. (1998). Deconstructing a
computer-based tutor Striving for better
learning efficiency in Stat Lady. In Proceedings
of the 4th International Conference on
Intelligent Tutoring Systems.
29Summary
- Motivational enhancements can have a significant
effect - Not only on motivation, but also on learning
- Contextualize, personalize, choice
- Possible with minimal modifications
- Principle Maximize match b/t motivating activity
actions relevant to learning - Games may not yield learning
- Context does not always help