intrinsic motivation inventory
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2021 ◽  
Author(s):  
ijsbrand kramer ◽  
Nathalie Franc ◽  
Francois Maricourt ◽  
muriel Cohen ◽  
Thomas Fau ◽  
...  

We look at group work from a self-determination theory perspective and argue that internalized motivation is the best condition for productive collaboration. A perceived sense of autonomy plays an important role herein. This autonomy is determined by the characteristics of the task and the openness and acceptance of the group. Group dysfunction, or the fear of it, impedes autonomy, even if the task context is fully autonomy supportive. Means of uncovering the functioning of group members could reduce dysfunction or lower the fear of it. Using a full scale intrinsic motivation inventory, we measured the impact of group self-evaluation on the quality of motivation over a 4-year period with a total of 355 participants in a collaborative learning project in high schools (K11). We show that, compared to the control population, students exhibit a much more internalized motivation profile, with effect sizes in the range of medium to large for the different parameters. We conclude that group self-evaluation primes students for autonomous motivation. We suggest that the procedure should be applied systematically in substantial collaborative projects. <br>


2021 ◽  
Author(s):  
ijsbrand kramer ◽  
Nathalie Franc ◽  
Francois Maricourt ◽  
muriel Cohen ◽  
Thomas Fau ◽  
...  

We look at group work from a self-determination theory perspective and argue that internalized motivation is the best condition for productive collaboration. A perceived sense of autonomy plays an important role herein. This autonomy is determined by the characteristics of the task and the openness and acceptance of the group. Group dysfunction, or the fear of it, impedes autonomy, even if the task context is fully autonomy supportive. Means of uncovering the functioning of group members could reduce dysfunction or lower the fear of it. Using a full scale intrinsic motivation inventory, we measured the impact of group self-evaluation on the quality of motivation over a 4-year period with a total of 355 participants in a collaborative learning project in high schools (K11). We show that, compared to the control population, students exhibit a much more internalized motivation profile, with effect sizes in the range of medium to large for the different parameters. We conclude that group self-evaluation primes students for autonomous motivation. We suggest that the procedure should be applied systematically in substantial collaborative projects. <br>


2021 ◽  
Author(s):  
Dominik Kayser ◽  
Sebastian Andrea Caesar Perrig ◽  
Florian Brühlmann

In this work, we explore the factorial structure of the Ubisoft Perceived Experience Questionnaire (UPEQ) and its correlation with game enjoyment. For this purpose, an online survey was conducted on the experience with the video game League of Legends. Three hundred and sixty-nine participants provided information about their in- and out-of-game demographics and rated their experience with the game using the UPEQ and the subscale Interest/Enjoyment from the Intrinsic Motivation Inventory. Using confirmatory and exploratory factor analysis, we found weaknesses in the 3-factor model of the UPEQ and propose a 6- or 7-factor structure as a basis for new research and improvement of the UPEQ.


2021 ◽  
Vol 1 (2) ◽  
Author(s):  
Brad McKay ◽  
Julia Hussien ◽  
Michael Carter ◽  
Zachary Yantha ◽  
Diane Ste-Marie

While research has identified several practice variables that purportedly enhance motor learning, recent replication failures highlight the importance of conducting high-powered, pre-registered replications. The "expecting to teach" phenomenon was first reported in the motor learning literature by Daou and colleagues and suggested learners benefit from practicing with the understanding they will later need to teach the skill. The extant data have been mixed but generally positive. While expecting to teach has been shown to enhance motor learning of a golf putt, the mechanisms linked with this benefit are yet to be determined. As such, this study sought to replicate the expecting to teach effect and to extend those findings by exploring participants’ thought processes. Participants (N = 76) were randomly assigned to one of two groups in which they were told that they were learning a golf putt in order to 1) be tested on the skill or 2) teach the skill to another individual. On Day 1, participants completed pre-test putts, a pre-acquisition intrinsic motivation inventory (IMI), a 2-minute study of an instructional booklet, 50 practice putts and a post-acquisition IMI. During practice, participants were also afforded opportunities to continue studying the booklet and to complete additional putts. Participants returned 24 hours later to complete a retention, a transfer (50-cm longer golf-putt), and a free recall test, as well as a post-study survey to reveal thoughts they engaged in after practice but before (or during) the retention test. Similar to Daou et al., no significant differences were found with study time, number of acquisition putts, or motivation. However, golf-putting performance during retention resulted in no differences for radial error, g = -0.13 (95% C.I. [-0.55, 0.29]), between the two groups and no differences were shown for the recall test. The present study fails to replicate the benefits reported in the original experiments.


2021 ◽  
Author(s):  
Brad McKay ◽  
Julia Hussien ◽  
Michael J Carter ◽  
Zachary Dillon Yantha ◽  
Diane M. Ste-Marie

While research has identified several practice variables that purportedly enhance motor learning, recent replication failures highlight the importance of conducting high-powered, pre-registered replications. The “expecting to teach” phenomenon was first reported in the motor learning literature by Daou and colleagues and suggested learners benefit from practicing with the understanding they will later need to teach the skill. The extant data have been mixed but generally positive. While expecting to teach has been shown to enhance motor learning of a golf putt, the mechanisms linked with this benefit are yet to be determined. As such, this study sought to replicate the expecting to teach effect and to extend those findings by exploring participants’ thought processes. Participants (N = 76) were randomly assigned to one of two groups in which they were told that they were learning a golf putt in order to 1) be tested on the skill or 2) to teach the skill to another individual. On Day 1, participants completed pre-test putts, a pre-acquisition intrinsic motivation inventory (IMI), a 2-minute study of an instructional booklet, 50 practice putts and a post-acquisition IMI. During practice, participants were also afforded opportunities to continue studying the booklet and to complete additional putts. Participants returned 24-hours later to complete a retention, a transfer (50 cm longer golf-putt), and a free recall test, as well as a post-study survey to reveal thoughts they engaged in after practice but before (or during) the retention test. Similar to Daou et al., no significant differences were found with study time, number of acquisition putts, or motivation. However, golf-putting performance during retention resulted in no differences for radial error, g = −.13 (95%CI [−.55, .29]), between the two groups and no differences were shown for the recall test. The present study fails to replicate the benefits reported in the original experiments.


10.2196/25771 ◽  
2021 ◽  
Vol 9 (2) ◽  
pp. e25771
Author(s):  
Ali Darzi ◽  
Sean M McCrea ◽  
Domen Novak

Background In affective exergames, game difficulty is dynamically adjusted to match the user’s physical and psychological state. Such an adjustment is commonly made based on a combination of performance measures (eg, in-game scores) and physiological measurements, which provide insight into the player’s psychological state. However, although many prototypes of affective games have been presented and many studies have shown that physiological measurements allow more accurate classification of the player’s psychological state than performance measures, few studies have examined whether dynamic difficulty adjustment (DDA) based on physiological measurements (which requires additional sensors) results in a better user experience than performance-based DDA or manual difficulty adjustment. Objective This study aims to compare five DDA methods in an affective exergame: manual (player-controlled), random, performance-based, personality-performance–based, and physiology-personality-performance–based (all-data). Methods A total of 50 participants (N=50) were divided into five groups, corresponding to the five DDA methods. They played an exergame version of Pong for 18 minutes, starting at a medium difficulty; every 2 minutes, two game difficulty parameters (ball speed and paddle size) were adjusted using the participant’s assigned DDA method. The DDA rules for the performance-based, personality-performance–based, and all-data groups were developed based on data from a previous open-loop study. Seven physiological responses were recorded throughout the sessions, and participants self-reported their preferred changes to difficulty every 2 minutes. After playing the game, participants reported their in-game experience using two questionnaires: the Intrinsic Motivation Inventory and the Flow Experience Measure. Results Although the all-data method resulted in the most accurate changes to ball speed and paddle size (defined as the percentage match between DDA choice and participants’ preference), no significant differences between DDA methods were found on the Intrinsic Motivation Inventory and Flow Experience Measure. When the data from all four automated DDA methods were pooled together, the accuracy of changes in ball speed was significantly correlated with players’ enjoyment (r=0.38) and pressure (r=0.43). Conclusions Although our study is limited by the use of a between-subjects design and may not generalize to other exergame designs, the results do not currently support the inclusion of physiological measurements in affective exergames, as they did not result in an improved user experience. As the accuracy of difficulty changes is correlated with user experience, the results support the development of more effective DDA methods. However, they show that the inclusion of physiological measurements does not guarantee a better user experience even if it yields promising results in offline cross-validation.


2021 ◽  
Vol 12 ◽  
Author(s):  
Jacob Wienecke ◽  
Jesper Hauge ◽  
Glen Nielsen ◽  
Kristian Mouritzen ◽  
Linn Damsgaard

This study investigated whether 6 weeks of basketball combined with mathematics once a week in physical education lessons could improve children's motivation for mathematics. Seven hundred fifty-seven children (mean age = 10.4 years, age range: 7–12 years) were randomly selected to have either basketball combined with mathematics once a week (BM) or to have basketball sessions without mathematics (CON). Children in BM and CON motivation for classroom-based mathematics were measured using the Academic Self-Regulation Questionnaire (SRQ-A) before (T0) and after the intervention (T1). Among the BM, levels of intrinsic motivation, feelings of competence, and autonomy were measured using the Post-Experimental Intrinsic Motivation Inventory (IMI) questionnaire acutely after a basketball session combined with mathematics and immediately after a session of classroom-based mathematics. BM had significantly higher acute levels of perceived autonomy (+14.24%, p &lt; 0.0001), competencies (+6.33%, p &lt; 0.0001), and intrinsic motivation (+16.09%, p &lt; 0.0001) during basketball sessions combined with mathematics compared to when having classroom-based mathematics. A significant decrease in the mean for intrinsic motivation was observed from T0 to T1 for CON (−9.38%, p &lt; 0.001), but not for BM (−0.39%, p = 0.98). BM had a more positive development in intrinsic motivation compared to CON from T0 to T1 (p = 0.006), meaning that BM had a positive influence on children's intrinsic motivation for classroom-based mathematics. This study indicates that basketball combined with mathematics is an intrinsically motivating way to practice mathematics, which also has a positive influence on children's general intrinsic motivation for mathematics in the classroom.


2020 ◽  
pp. 003151252098123
Author(s):  
Takehiro Iwatsuki ◽  
Claude J. Regis

The purpose of this study was to examine whether enhancing success expectation by providing relatively easy criteria for success would, in turn, enhance motor learning outcomes. Thirty university student participants threw soft-golf balls towards a circular target, using their non-dominant arm; they performed seven blocks of 12 trials from a distance of 5.5 meters on Day 1, and one block of 12 trials on separate retention and transfer tests on Day 2. After the first block on Day 1, participants were randomly assigned to one of two groups in which they practiced the remaining six blocks of 12 trials: (a) one with relatively easy success (RES) criteria or (b) one with difficult success (DS) criteria. After the practice, we administered a perceived competence scale, a sub-scale of the Intrinsic Motivation Inventory (IMI). On Day 2, participants in the RES group outperformed those in the DS group on both the retention and transfer tests, showing enhanced motor learning. The RES group also self-reported higher perceived competence than the DS group, indicating that the mechanism for benefiting from easier success criteria may have been an alteration in participants’ perceived competence.


Author(s):  
David Mendez ◽  
Miriam Mendez ◽  
Juana Maria Anguita

Motivation is a key element of daily life. At present, ICTs are considered to be highly motivating elements that are of great importance in all sectors of the society. The objective of this research study is to measure and assess the intrinsic motivation level of university students aiming to become Elementary School teachers regarding the use of digital platforms in their math classes. Using the Self-Determination Theory and the Intrinsic Motivation Theory, these students were given a test with 20 questions based on the Intrinsic Motivation Inventory. The results support the conclusion that all participants had a high level of intrinsic motivation, which was highest in students with no previous experience in the use of said resources. It is important to improve, through motivation, the knowledge and skills of future teachers regarding the use of ICTs to enable them to awaken their students’ interest in mathematics and facilitate their learning process.   Keywords: Intrinsic motivation, ICTs, digital platforms, math classes, school teachers.


2020 ◽  
Author(s):  
Ali Darzi ◽  
Sean M McCrea ◽  
Domen Novak

BACKGROUND In affective exergames, game difficulty is dynamically adjusted to match the user’s physical and psychological state. Such an adjustment is commonly made based on a combination of performance measures (eg, in-game scores) and physiological measurements, which provide insight into the player’s psychological state. However, although many prototypes of affective games have been presented and many studies have shown that physiological measurements allow more accurate classification of the player’s psychological state than performance measures, few studies have examined whether dynamic difficulty adjustment (DDA) based on physiological measurements (which requires additional sensors) results in a better user experience than performance-based DDA or manual difficulty adjustment. OBJECTIVE This study aims to compare five DDA methods in an affective exergame: manual (player-controlled), random, performance-based, personality-performance–based, and physiology-personality-performance–based (all-data). METHODS A total of 50 participants (N=50) were divided into five groups, corresponding to the five DDA methods. They played an exergame version of Pong for 18 minutes, starting at a medium difficulty; every 2 minutes, two game difficulty parameters (ball speed and paddle size) were adjusted using the participant’s assigned DDA method. The DDA rules for the performance-based, personality-performance–based, and all-data groups were developed based on data from a previous open-loop study. Seven physiological responses were recorded throughout the sessions, and participants self-reported their preferred changes to difficulty every 2 minutes. After playing the game, participants reported their in-game experience using two questionnaires: the Intrinsic Motivation Inventory and the Flow Experience Measure. RESULTS Although the all-data method resulted in the most accurate changes to ball speed and paddle size (defined as the percentage match between DDA choice and participants’ preference), no significant differences between DDA methods were found on the Intrinsic Motivation Inventory and Flow Experience Measure. When the data from all four automated DDA methods were pooled together, the accuracy of changes in ball speed was significantly correlated with players’ enjoyment (<i>r</i>=0.38) and pressure (<i>r</i>=0.43). CONCLUSIONS Although our study is limited by the use of a between-subjects design and may not generalize to other exergame designs, the results do not currently support the inclusion of physiological measurements in affective exergames, as they did not result in an improved user experience. As the accuracy of difficulty changes is correlated with user experience, the results support the development of more effective DDA methods. However, they show that the inclusion of physiological measurements does not guarantee a better user experience even if it yields promising results in offline cross-validation. CLINICALTRIAL


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