02/18/2015, Terry Heick, published on te@chthought
When researching student motivation and gamification late last year, I came across the most comprehensive gamification framework I’ve ever seen. Developed by gamification expert Yu-kai Chou, it was an ambitious effort that distinguished black hat gamification (which is “bad”–think Farmville and Candy Crush) from white hat gamification (which is “good”–think Minecraft or even an ACT score). (It’s also copyrighted, but they graciously allowed us to use it.)
While it is designed not as an educational framework, but rather as a way to demonstrate gamification and its many strands, gamification is about human encouragement and motivation. For educators, student motivation is one of the pillars of a academic performance. While the terms are sometimes misunderstood–and risk becoming cliche as we continue to talk about them topically rather than specifically–student motivation and student engagement are prime movers in the learning process. Without either, teaching is an uphill battle.
So what began as a post about gamification became more a matter of student motivation–what motivates students in the classroom and why. If we can nail down those factors–those characteristics that drive student motivation–we can, at worst, be more attentive to them as we design assessments, lessons, units, and even learning models.
8 Core Drives Of Student Motivation