Motivating
Motivating is an educational influence method that focuses on helping students "want" to perform. Motivating includes helping students feel that the experience is relevant, that they are capable, and that they have autonomy. Motivating includes the following:
Success
Success is clearly defined, with a manageable goal orientation
Provide opportunities to acquire and acknowledge new knowledge, skills, and/or abilities
Provide productive experiences guided towards mastery
Enable active experimentation and discovery
Provide a variety of ways to demonstrate mastery
Praise and reward practice, effort, strategy, process, focus, improvement, and perseverance as well as mastery
Balance difficulty and challenge to avoid boredom and frustration
Reward problem-solving with harder problems
Provide fair evaluations of student performance
Allow students to recover from failure
Provide rapid feedback cycles with low stakes
Highlight and celebrate success
Rewards as informational feedback
Avoid unrelated external rewards or punishments as a means to promote motivation or control behavior
Show progress: where student has been, is, and will be going
Feed Forward - Phrase feedback in terms of how to improve future performance
Autonomy
Provide meaningful choices in movement, sequence, goals, pace, and strategy in activities and tasks
Personalization - Give students the opportunity to modify aspects of the course to reflect their personality
UI
Avatar
Alias
Allow students to define, create, modify, and share the game, content, and its rules
Relevance
Provide meaningful content and experiences
Future utility is clear
Aligned to students’ goals and values
Meaningful context/narrative
Emotional connection
Provide for social connection
Social cognition
Collaboration
Competition
Comparison/Contrast
Companionship
Facilitate human-human interaction
Represent human social bonds
Facilitate one’s desire to influence others and to be influenced by others
Add peer voting to activities like online discussions and forums