Showing posts with label behaviours. Show all posts
Showing posts with label behaviours. Show all posts

Thursday, 4 June 2015

Behavioural Leadership - Organisation Development via Games Based Learning




We have written on this blog for a while. Sorry about that folks. The main reason has been the work that we have been doing on a new venture - Behavioural Leadership.

Behavioural Leadership utilises the latest research into people-centred management using Transactional Analysis and Behavioural Economics. Our Behavioural Leadership approach uses experiential learning and Transactional Learning & Coaching to deliver behavioural breakthroughs.

As you would expect from people who are passionate about games based learning at Behavioural Leadership we use collaborative learning simulations to root the experience in a situation. As we say on our experiential learning page, this creates a rich situation that is far removed from death by PowerPoint and combines visual, auditory AND kinaesthetic approaches to create meaningful and memorable experiences. This multiple learning styles approach is supported by research undertaken by IBM and confirmed by the Post Office discovered that long term recall is affected by how the information was originally delivered. Recall after being told was 10%; told and shown (32%) and told, shown and experienced (65%) – Source Whitmore, 2003.

We present case studies which often involve the use of learning simulations and other technology such as e-Learning. We update these on a regular basis, so our game based learning followers might want to keep an eye out for them.

And finally for those who like their information in blog form, then we might be able to help. At the Behavioural Leadership blog we write about the use of Transactional Analysis and Behavioural Economics in organisational development. And within that context, we discuss experiential learning and in particular learning simulations.


Tuesday, 18 September 2012

Motivation, Motivation, Motivation


Get them early!
Student motivation is obviously an extremely important topic for educators, researchers, parents and so on and we have talked about it previously, in our blog post ‘Gamification in Education’.  Encouraging children's intrinsic motivation can help them to achieve academic success (Adelman, 1978).  Motivation is essentially the drive to sustain, intensify and discourage behaviour (Reeve, 1996) and this can stem from both internal and external factors.  Internal factors include responsibility for learning, values and perceived ability etc of the child (Ainley, 2004).  However, there are also external factors that can affect student motivation.  For example, Ainley argued that types of schooling practices could promote or hinder motivation such as peer groups, tasks and instructional practices.  Educators can’t do too much about the child’s internal motivation, but they can definitely help in external ways.

But are the benefits of motivation that great?  It seems so (bullets from http://www.netc.org/focus/challenges/student.php):

  • High motivation in students is linked to reduced dropout rates and increased levels of student success (Dev, 1997; Blank, 1997; Ames, 1992; Newmann, Bryk, & Nagaoka, 2001).
  • Students are more engaged in learning when they are active and have some choice and control over the learning process, and the curriculum is individualized, authentic, and related to their interests (Anderman & Midgley, 1998).
  • Intrinsically motivated students retain information and concepts longer, and are less likely to need remedial courses and review (Dev, 1997).
  • Intrinsically motivated students are more likely to be lifelong learners, continuing to educate themselves outside the formal school setting long after external motivators such as grades and diplomas are removed (Kohn, 1993).

Intrinsic motivation is not quite the same as internal motivation and therefore, can be encouraged.  Intrinsic motivation is based on enjoyment of the activity rather than completing something simply to gain an external reward (extrinsic motivation).  Teachers can, in most cases, make lessons, subjects, topics etc more enjoyable, which could increase student motivation and yield the above effects.

Technology is one way that they could do this.  This excerpt comes from Alexandra Usher and Nancy Kober’s paper, Student Motivation: An Overlooked Piece of School Reform (2012):

“Creative educational uses of technology hold promise for increasing motivation for a generation of students who have grown up teaching themselves to communicate online, surf the Web, write blogs, or edit photos. Several characteristics of technology make it especially motivating, some scholars contend. Video games can build a mastery-based mindset by gradually increasing the level of challenge, helping students visualize complex concepts, and giving students frequent positive feedback. Interactive and social media technology can stimulate the interest of bored students and the participation of shy students. Web-based instruction can motivate students by creating more opportunities for active choice and collaboration. Educators around the country are incorporating technology into their teaching and a myriad of ways. Examples include using video games to reinforce concepts in math and science or incorporating Twitter into a real-time discussion board during class. Research on the effects of newer technologies for learning is thin, however, and experts caution that how the technology is used is the most critical factor.”

A literature review by Patrick Felicia entitled, ‘What evidence is there that digital games can contribute to increasing students' motivation to learn?’ (2011) also throws up some interesting findings.  It illustrates how some features of video games can promote intrinsic motivation.  The review demonstrates that games are employed to successfully increase motivation on the part of the learners, in a wide range of settings, for different topics (subjects), and to address the needs and specificities of different types of learners (e.g., gender, age, or special needs).  The review shows that games can teach both academic and non-academic skills, and motivate students to collaborate, share information, and increase their attainments.  These ideas are essentially what I was aiming to convey in my blog post ‘Unorthodox Uses of Games in Education’.

However, as we have mentioned in other blog posts (such as ‘Five Things to Think About When Using Games in the Classroom’), Felicia notes that games alone might not be enough.  He argues that additional mechanisms should be employed to engage, teach and change behaviour.  For example, game design (e.g., personalized strategies, adapted challenge or a good balance between educational and entertaining features), and teaching strategies (e.g., briefing, debriefing, and teachers' support).  We have talked about these themes before (for example, in ‘Six Key Principles of Collaborative Games Based Learning’) and both pixelfountain and games-ED products have these ideas at their heart as this page from our website shows.

These ideas are all rather theoretical, but we have blogged before about how these ides work in practice.  For example, ‘Is Game Based Learning More Effective Than Traditional Methods?’ and specific to gender, ‘Boys will be Boys’.  We have also covered these themes in the case studies of using our games-ED learning simulations in schools (Proof of the Pudding parts 1, 2 and 3).

It seems almost common sense to say that motivation can both alter student behaviour and attainment and that it can be encouraged.  However, this is often, as Usher and Kober put it, overlooked.  Motivational techniques also seem to be stuck in the past, which may be why they are less effective.  It seems odd to deprive children of the technology that they have been immersed in all of their lives, just because they are at school.  Children today have been brought up in an extremely stimulating world; it is no wonder that they lack motivation at school if teaching methods are outdated.  Maybe an injection of technology and games based learning is what is needed.  What do you think?


Resources

  1. Adelman, H. S. (1978) The Concept of Intrinsic Motivation: Implications for Practice and Research with the     Learning Disabled. Learning Disability Quarterly, 1(2), p.43-54.
  2. Ainley, M. (2004). What do we Know About Student Motivation and Engagement? Australian Association for Research in Education, Melbourne.
  3. Reeve, J. (1996). Motivating others: Nurturing inner motivational resources. Needham Heights, MA, Allyn & Bacon.


Have a gander at our games-ED Facebook page and Google+ page and follow @PaulLadley on Twitter.

Wednesday, 31 August 2011

Gamification and Behavioural Change


Part 4 of a Blog Series

  1. Gamification of Life.
  2. Behavioural Economics and Education.
  3. Gamification in Education.
  4. Gamification and Behavioural Change.

In a previous blog on behavioural economics, I stated that students aren’t rationale. Specifically, they need to be nudged into making decisions that might best suit their long-term goals.

Can gamification can help nudge students (and teachers) in the right direction. And what is that direction? A good starting point would be:

Motivating students and raising attainment
Preparing students for a changing world
Improving the quality of teaching

Motivating students and raising attainment 
Games based learning can have a direct impact on performance in terms of subject understanding. I have seen this directly with games-ED products and I have blogged about the “proof of pudding” on a couple of occasions – Proof of the Pudding and Proof of the Pudding Part 2.

Currency (a la reward cards) could focus students on short-term. Why not take a leaf out of retailers’ books? Students could earn reward points for attendance, extra-curricular activities, helping others (students and pupils) and so on. These reward points could be traded in for goodies such as tickets for the cinema – the rewards could be sponsored from local businesses.

Preparing students for a Changing World
Games like The Sims allow individuals to see the life journey of a computer generated character. How about developing a simulation that could function as a game of life / career choice game? Maybe such a game could nudge students to make long-term choices rather than being herded along by their peers and recent events.

Games based learning and more generally gamification can go beyond improving specific subject attainment to improving personal learning and thinking skills. Simulation games allow students to explore the issue of cause & effect. And, if the games are collaborative, students work with others to see the big picture and make connections. In this way, games based learning can improve collaboration plus creative and critical thinking skills. Gamification improves personal, learning and thinking skills and can also be used to tackle specific behaviours.

Improving the quality of teaching
Games as continual professional development (CPD) for teachers – I have delivered over 400 workshops using learning simulations with pixelfountain (read games based learning). I can testify that adults enjoy playing games in workshops. Also, long-term feedback from these workshops confirms that the approach accelerates the development of skills and knowledge and changes behaviours. In addition to offering CPD, data could be saved from teachers’ in-game decision to form the basis of research.

Conclusion
In this series of blogs, I have looked at some of the issues affecting education and aligned these to the move towards gamification and the ideas presented by behavioural economics and B J Fogg’s behavioural model. They have been presented as food for thought and as always I would welcome your comments.

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Further Reading
New Economics Foundation – Behavioural Economics
Dan Ariely (2008), Predictably Irrational: The Hidden Forces That Shape Our Decisions,
Dan Ariely (2010), The Upside of Irrationality
B J Fogg, Behaviour Model
Jack Schofield, PC-PRO (2011) - The Gamification of Life
Richard H. Thaler and Sendhil Mullainathan, Library of Economics and Liberty, Behavioural Economics
Richard H Thaler and Cass R Sunstein (2008),  Nudge: Improving Decisions About Health, Wealth, and Happiness

Gamification in Education


Part 3 of a Blog Series
  1. Gamification of Life.
  2. Behavioural Economics and Education.
  3. Gamification in Education.
  4. Gamification and Behavioural Change.

Overview
Building on a previous blog (Behavioural Economics and Education) that considered education from a behavioural economic view point, this blog looks at gamification design in order to shift behaviours. The argument is focused around B J Fogg’s behavioural model.

Games based learning can have a direct impact on performance in terms of subject understanding. I have seen this directly with games-ED products and I have blogged about the “proof of pudding” on a couple of occasions – Proof of the Pudding and Proof of the Pudding Part 2.

In addition, by providing virtual worlds, games based learning such as simulations improve personal, learning and thinking skills and can also be used to tackle specific behaviours.  So how do we design games and game-like interventions to modify behaviours? And what behaviours do we want to change?

Gamification Design and B J Fogg’s Behaviour Model
If we want to achieve behavioural change then we need to design accordingly. B J Fogg’s Behaviour Model provides a method of understanding how we can change behaviour and specifically how we can design to increase the chance of achieving a likely outcome. The model states that an individual needs to be motivated, have ability and be triggered into action.

The following section considers the three aspects (motivation, ability and triggers) in turn and highlights the design impacts for gamification in education.

Motivation
Fogg’s model puts forward three core motivators (sensation, anticipation and social cohesion) each with two sides.
  • Sensation: pleasure/pain
  • Games and gamification offer a huge potential to make learning fun and effect behavioural change without the preaching.
  • They can be used as a replacement for an existing curriculum activity or they can be used to encourage activity. In the latter the game acts as treat.
  • Anticipation: hope/fear 
  • Game’s competitive elements encourage the players (learners) to get to the end of the activity. This desire to win is probably more crucial than the fun element. In a game, players (learners) will endure frustration and challenges that in other situations would cause them to give up. This is incredibly important as behavioural change is typically something that will need to be worked at.
  • Social Cohesion: acceptance/rejection
  • Different types of games allow different students to succeed. A few years back I took a class in school, the young lad who got the highest score got an amazing reaction from his classmates. The teacher told me later that she had never seen him really engaged before and he certainly hadn’t succeeded at anything.
  • At games-ED, our games are simulations of real world situations and are collaborative in nature.  Groups build their understanding of the game, the wider world and each other.


Ability (Simplicity)
As Fogg states, there are two paths to increasing ability. You can train people, giving them more skills (more ability) or you make the task simpler. Simplicity is the least risky option and is thus the most effective way to change behaviours.

Fogg outlines 6 Factors affecting simplicity: Time; Money; Physical effort; Brain Cycles (mental effort); Social Deviance (going against the norm); and Non-Routine (breaking habits). And he notes that simplicity is a function of your scarcest resource at that moment.

Questions for designers:
  • Time: How much time have teachers got to learn products and what slack is there in the existing curriculum?
  • Money: How much do the games costs including hidden costs such as potentially buying kit?
  • Physical effort: Will the games based learning session require decamping to the IT suite?
  • Brain Cycles: Can teachers and students justify the mental effort required?  
  • Social Deviance: games based learning is currently in its early adopter phase. By nature early adopters don’t mind going against the norm (indeed they get a kick out of being the first). But, to be successful games based learning needs to recruit the majority. How can gamification in education be more widely marketed?
  • Non-Routine: Isn’t it just easier for teachers to do what they have always done?

I have covered the answers to many of these questions in a previous blog (Six Key Principles of Games Based Learning), so I won’t repeat them here. But what is worth noting is the seeming contradiction between the need for simplicity AND complexity. Specifically, complexity generates a richness to the gaming experience and provides engagement and challenge yet simplicity is key to usage in the classroom.  As a designer, I have squared this circle by ensuring that the rules and interface are simple. As such, the game is quick to get into but the model and gameplay strategies are designed to be complex enough to engage and challenge within educational timeframes (hours not months). Developers, who simply reuse entertainment games, beware.

Triggers
Without a Trigger, the target behaviour will not happen. By trigger, Fogg means: cue, prompt, call to action, request, and so on.

He states there are three types of triggers (facilitator, spark and signal) which can be judged in terms of both motivation and ability requirements:

  • Facilitator (high motivation and low ability) such as trainer / walkthrough.
  • Within the context of education the teacher has typically been responsible for triggering activity and behavioural change. Gamification can become another tool.
  • Spark (high motivation and high ability) such as inspiration from a friend.
  • Using devices such as league tables and ideas from social networking, it could be possible to inspire learners into activity and ultimately behavioural change.
  • Signal (low motivation and high ability) – an instruction to act.
  • Providing the gamification intervention has been well designed (it is simple), then it might be possible to make actions autonomous. This maybe a medium term goal.

In reality, a combination of all three triggers is likely to be required, dependent on the complexity of the intervention and the magnitude of the behavioural change.

And the story continues…
My next blog (Gamification and Behavioural Change) considers some ideas for nudging students (and teachers).

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Further Reading
New Economics Foundation – Behavioural Economics
Dan Ariely (2008), Predictably Irrational: The Hidden Forces That Shape Our Decisions,
Dan Ariely (2010), The Upside of Irrationality
B J Fogg, Behaviour Model
Jack Schofield, PC-PRO (2011) - The Gamification of Life
Richard H. Thaler and Sendhil Mullainathan, Library of Economics and Liberty, Behavioural Economics
Richard H Thaler and Cass R Sunstein (2008),  Nudge: Improving Decisions About Health, Wealth, and Happiness


Behavioural Economics and Education

Part 2 of a Blog Series

  1. Gamification of Life.
  2. Behavioural Economics and Education.
  3. Gamification in Education 
  4. Gamification and Behavioural Change.

Behavioural Economics Primer
Before I delve more into gamification and behavioural change in education, it is worthwhile doing a quick primer on behavioural economics.

Behavioural economics considers the weaknesses in the standard economic model which assumes that individuals are rational and behave in a way to maximise their individual self-interest. Writers such as Thaler and Mullainathan suggest that “the standard economic model of human behaviour includes three unrealistic traits—unbounded rationality, unbounded willpower, and unbounded selfishness—all of which behavioural economics modifies”.

Irrationality: We are not robots and our decisions can be swayed by factors such as overconfidence, optimism, recent events, unlikely events and extrapolation. We are loss averse (a bird in the hand may not be worth more than two in the bush). And we can fall foul of mental accounting (where individuals frame value relative to their income, another product or a suggested number).

Lack of willpower: Drug dealers know it, gym owners know it, fast food restaurants know it, but do we know it? If we only had the will power we would stop doing things that are bad for us and start doing things that are beneficial for us. Unfortunately, we are habitual in our nature and our herding mentality means we tend to go with the flow when making decisions.

Selflessness: As Thaler and Mullainathan state, “Although economic theory does not rule out altruism, as a practical matter economists stress self-interest as people’s primary motive.” But this approach does not explain the huge numbers of people that give to charity and volunteer. But, as the New Economics Foundation put it, “People are motivated to do the right thing”.

Behavioural Impacts in Education
In a rational world students would put the least amount of effort in to gain the necessary qualifications to enter the professional world. The market for skills would drive students’ efforts and individuals would be magically allocated to the perfect job.  But markets don’t always run smoothly in the short term and as already stated individuals don’t always behave rationally.

Quite the opposite, students behave irrationally. They are overly influenced by short term results rather than long term goals. Their expectations can be framed by the students that they study alongside and the subjects they study rather than the wider world. Presentation of information, specifically grades, can lead to optimism and an unrealistic view of the future.

Will power has a huge impact on success in education. Handing in that course work on time, doing revision and (for some students) even attending classes require a huge amount of will power. And herding is ever present in education, as pupils are influenced by their peers. Creating a short-term reward system rather than a long-term hope system might generate improvements.

As in the real world, selfishness is a limited educational strategy and collaboration plays a huge role in success. Students need to work in groups; sharing knowledge and giving encouragement. Encouraging these behaviours improves performance and develops employability skills.

As Dan Ariely notes, individuals behave irrationally but in predictable ways. Gamification in education can utilise this fact both in terms of design and achieving behavioural change. Instead engaging students as though they will make the rationale choice (study hard, get the highest grades they can and develop the life they want) educators need to delve further into the psychology of their students.

The story continues…


Further Reading
New Economics Foundation – Behavioural Economics
Dan Ariely (2008), Predictably Irrational: The Hidden Forces That Shape Our Decisions,
Dan Ariely (2010), The Upside of Irrationality
B J Fogg, Behaviour Model
Jack Schofield, PC-PRO (2011) - The Gamification of Life
Richard H. Thaler and Sendhil Mullainathan, Library of Economics and Liberty, Behavioural Economics
Richard H Thaler and Cass R Sunstein (2008),  Nudge: Improving Decisions About Health, Wealth, and Happiness


Gamification of Life


Jack Schofield in a recent article for PC-PRO notes that “the techniques developed in computer games are finding their way into shopping, education and the workplace … Gamification is one of this year’s big technology buzzwords, and some people think it’s going to go global.”

The article doesn’t explicitly state it, but much of ideas about games and changing behaviours are based on nudging individuals to make one decision rather than another. And by nudge, I am referring to the title of a recent book by Thaler and Sunstein that considered the issue of behavioural economics and how it can improve decisions about health, wealth, and happiness.

My next few blogs are going to expand on these issues:


As ever with my blog posts – these ideas are work in progress.


Further Reading
New Economics Foundation – Behavioural Economics
Dan Ariely (2008), Predictably Irrational: The Hidden Forces That Shape Our Decisions,
Dan Ariely (2010), The Upside of Irrationality
B J Fogg, Behaviour Model
Jack Schofield, PC-PRO (2011) - The Gamification of Life
Richard H. Thaler and Sendhil Mullainathan, Library of Economics and Liberty, Behavioural Economics
Richard H Thaler and Cass R Sunstein (2008),  Nudge: Improving Decisions About Health, Wealth, and Happiness