© 2011+ Andrew Hsu

Filed under: motivation

Intrinsic Motivation Studies

This is in some ways a follow-up to my earlier post about gamification and the value of intrinsic motivation. One of the chief aspects of intrinsic versus extrinsic motivation is that in the intrinsic case, one's experience is "almost spiritual," as the psychologist Edward Deci said. Intrinsically motivated experiences are infused with life, vitality, and intensity. They're what the painter Robert Henri called "more than ordinary moments of existence."

Unfortunately, many aspects of today's society have evolved to be very ends-focused, efficient, and cast under the eye of instrumental rationality, a form of rationality focusing on the most effective way to achieve a certain end, with no understanding of the intrinsic value. As philosopher Charles Taylor said, society has fallen under a malaise of instrumental reason.

There have been many very interesting studies showing that intrinsic motivation in fact creates better learning experiences, more long-lasting understanding of material, and greater creativity. In the educational system, grades are the primary external motivator to get students to learn. It was found that the use of controls (in this case the looming tests) actually decrease motivation and reduce the level of understanding compared to students that were told to learn for its own sake, and to put that knowledge to use by teaching others.

Students who learn material with external controls also forget much more quickly - even though they have superior rote memorization in the short-term, their brains don't retain the information and perform a "core dump."

So telling kids they will be tested on the material is likely to be detrimental for deep learning and real understanding. It pays to consciously create fundamentally engrossing learning experiences rather than just focusing on the bottom line.

How to Bring Motivation to the Classroom

Everyone has been in a rut – when you feel frustrated and aren’t experiencing any motivation to carry on with whatever you are doing.

What’s really at the root of this problem though? Motivation is a funny word that teachers often use incorrectly on their students. Many teachers claim that their students are unmotivated, as if motivation was an intrinsic character trait that everybody had different levels of. This isn’t the right way to think about motivation. In fact, motivation and drive comes from pleasure of accomplishment and incremental success. If you give a child a task to do, like assembly of a large jigsaw puzzle, and they work on it for a while with no discernable progress, it’s obvious that they’ll get frustrated and lose motivation to continue. However, if they’re able to figure out the first step of filtering out the edge and corner pieces and start assembling the frame of the jigsaw puzzle, they’ll experience continual progress and replenished motivation to keep solving the puzzle.

So here is the source of motivation – it comes from progress. This is particularly important in the classroom. If teachers think that students are unmotivated, the students should not be blamed – this means that the learning process and the actions of the teacher must be adjusted. Following this model, the primary job of teachers should be to ensure that every student is making progress and experiencing incremental success in the learning process. This is what games are so good at and why all children love them – it’s not because they’re easy.

In fact, games are oftentimes fiendishly difficult and challenge stretch the players’ abilities to the limit. However, when players overcome a challenge and make visible progress, they experience a rush of pleasure and continued motivation to keep playing. Why is it, then, that games are so hard but kids still want to play them, and the same doesn’t hold true for school? The answer is that school is oftentimes like a poorly-designed game. When students fall behind, there is a lack of support. They don’t understand what’s being taught, and are never given a chance to catch up. Failure is fatal. Good games, however, don’t punish failure. They always provide an avenue for players to see incremental success and make headway. Learning should be the same way – teachers must support the continual learning progress of students by keenly observing them and ensuring they are being properly and adequately challenged. This should be regarded as a powerful tool to keep their motivation levels high.

Related to this same point is the concept of social learning. The most effective type of new learning comes from binding of new knowledge to past experiences and knowledge and from making the material at hand both meaningful and relevant to students. Who better to socialize and learn with than a child’s peers, whose cognitive networks and past experiences are very similar? Peer-supported learning and interaction with others provides a backdrop upon which kids can measure their progress and understand the success they’ve achieved already. The teacher should support this process and manage the presentation of challenges and assignments to make sure that students don’t get stuck, but see real personal progress to keep them motivated.

Why do Games Need Neuroscience? or, The Importance of Having a Theory

The field of game design is maturing. For the past several decades, games have experienced many revolutions, most of which up until recently were driven by technological advances and development of next-generation consoles. This process is still ongoing, but with graphics technology approaching photorealistic levels and the power of computer hardware today able to simulate highly detailed real-world environments, most future game advances will be driven not primarily by technology but mostly by development of new and innovative game mechanics. One of my strong beliefs is that the next major advance in games, and even entertainment in general, will come from the incorporation of neuroscience into game mechanics and player experience design.

Game designers have struggled for many, many years to understand how to produce fun games. There have been many successes and many failures as well. Designers deliver entertainment to their players, and they design games to be fun by instinct, but often cannot fully and precisely explain how they inject fun into games. Many great game designers work by “feel,” playing through their levels over and over again and tweaking the gameplay loops that don’t feel fun to them or that most people would not find fun.

There’s nothing wrong with using intuition as a design approach, but if designers cannot pinpoint what makes a game fun, the effectiveness of game design is compromised and we are then stuck in a more or less primitive stage of development. Game design is seen as an art, not a science. This means that what makes a game fun is not tightly and accurately defined and at least difficult to pass down to new game designers or the next generation in a systematic manner.

These concerns are reflected in the fact that over the past decade, the game industry has become increasingly hit-driven. World of Warcraft chomps up over 60% of MMO market share and the top 20 casual games occupy 75% of the market. This has forced the entire game industry to become conservative and very risk-averse, suppressing innovation and radical design and in so doing, making it difficult for new types of games to flourish.

I believe that the remedy to this problem lies in use of neuroscientific rigor in game design. Games, at their core, are systems that must be learned. According to Raph Koster (one of the MMO gods), games are “rule-based systems / simulations that facilitate and encourage a user to explore and learn the properties of their possibility space through the use of feedback mechanisms.” If your game isn’t quickly learnable, players will get frustrated and it will fail. It’s natural, then, that the origin of learning, the brain, should not only be taken into consideration, but regarded as a guiding light when designing learning-based systems like games, even purely entertainment-based games.

First of all, neuroscience can be used to study and understand the elusive concept of fun. Design of reward systems and schedules and understanding of player pleasure and motivations must obviously be based on how the brain works. As has been widely reported, World of Warcraft’s variable ratio reward schedule essentially hijacks the reward systems of the brain to keep players playing forever. There are many other ways to generate fun that have yet to be described in a scientific manner.

Secondly, neuroscience will provide general rules and formulas to explain what the best game designers have discovered by instinct. We need to improve the current “hit-or-miss through intuition and observation” attitude upon which many game are based and attempt to create the Holy Grail – a Neuroscience Theory of Fun. Finding these neuroscientific patterns in the world to explain how to make games fun to learn and play will drive the whole industry forward.

In a more broadly applicable sense, I firmly believe in the importance of Having a Theory. Understanding the patterns of behavior and design principles for success will provide a road map for greater achievements in the future. These aforementioned principles apply essentially to any industry, any business, and in fact, any single human being. If you collect and organize your experiences into a theory or an organizing philosophy or structure, you’ll be able to teach more effectively, spread the knowledge, and reproduce and expand your successes.

Malcolm Gladwell said in his New York Times interview, “People are experience-rich and theory-poor… people who are busy doing things don’t have opportunities to collect and organize their experiences and make sense of them.” In that same spirit, neuroscience will change the whole game for the game industry and allow creation of a “neuroscientific theory of fun” that can be accurately and precisely applied in the future.

About My Dreams - Why I Started My Projects

My training in brain research makes me reflect back to my education and it suddenly hit me that much of the school education I received in elementary school was not taking advantage of how the brain learns. It’s clear that the schools and teachers don’t understand, don’t have the tools to teach according to how brains learn. No wonder kids today in general are falling behind.

My parents believe that the education available in school was too narrow and had an inordinate emphasis on the traditional skills of math and language. Emphasis on math and verbal skills are not the problem. The problem is lack of attention and training in other areas that are very crucial for children’s success. They believed that there are many other values and abilities that are required for success once a person is out of school. In practice, they divided our curriculum into a more detailed categorization scheme to ensure that all the abilities needed for success are adequately prepared for and trained.

I see all too often from letters or emails written to me by students and schoolchildren that they are obviously very smart but are struggling in today’s rigid educational system. Once they start lagging behind, they feel they are without support in an uphill fight to catch up. They give up before long, as anyone would. They lose confidence, self-esteem, and passion for learning and school.

The idea of a new and unique learning system stems from my own experiences in learning and neuroscience, my parents’ educational philosophy, and the many correspondences my parents and I have had with other parents and students. We would like to build a learning environment where children will actually find learning fun and be fully engaged and immersed.

Combining neuroscience research findings on how people learn with the philosophy and practices of our version of what students need for success, we are constructing an online social game world where kids can engage in learning with peer-to-peer stimulation in a friendly and fun environment.

In addition to neuroeducational principles, multiple intelligence methodology, and social networking environment, we choose to deliver the core curriculum through games. This is the best format for kids to learn – just ask them.

Our vision is a world where kids can completely relax to focus on learning in a social network gaming environment. They will be engaged and happy. You will see learning at its full force on the learning platform we build for them. They will get smarter. And happier.