Student Motivation and Technology
This discussion provides an opportunity to evaluate a variety of digital and assistive technologies for supporting diverse learners. Based on the required readings from Housand & Housand (2012), McCombs (2000), and Page (2002), you know that research shows that effective technology integration can support student motivation, engagement, and interest in learning. Furthermore, research has shown that through thoughtful integration of audio, video, and other media, instruction can be differentiated, ultimately increasing a student’s motivation to learn. To explore this research, in this discussion you will analyze how technology integration can be used as a method of intervention to meet the needs of diverse learners. To prepare for this discussion, review the Week Two Instructor Guidance and the Required Resources for the week. Next, access either The Teaching Channel or Edutopia and conduct a search using the key words “using technology for learning motivation” or similar. Select one video that can inform your response to the discussion points below. If for some reason you are unable to support your response to this discussion using the video option, please contact your instructor for an alternative way to complete this discussion.
Initial Post: Respond with an initial post that includes the following components:
- Provide a link to the video you viewed and a succinct description of the video’s focus, such as the grade-level of students, the educator(s) involved, and the subject being taught (e.g., science or language arts).
- In at least one paragraph, describe how the technology is being used in the video and describe what you observed in the video that informs you that students’ motivation is increased or otherwise supported due to the use of the technology.
- Next, succinctly describe how the use of the technology promotes students’ engagement during the learning process.
- Finally, describe the extent to which the use of technology and its motivating factors outweighs the potential challenges the educator might face in acquiring the technology and learning how to effectively implement it.
More Info
Overview Recall that in Week One you viewed videos modeling innovative uses of technology in the classroom and by completing the assessments you have now developed a foundational understanding of how technology can be effectively integrated instructionally. This week, it is important that you recognize that how technology is integrated into classroom instruction entails more than just teaching basic computer skills. Effective technology integration occurs when technology is used across the curriculum in ways that support learning. Therefore, Week Two is designed to ensure you expand upon your early understandings of technology integration and recognize that technology can be a powerful motivator for expanding student learning opportunities.
As part of the Week One Post Your Introduction discussion, you were encouraged to review the weekly homepages for the course and take note of the assessments each week. Now is an appropriate time to revisit the Week Six Final Project instructions and Grading Rubric to be sure you understand the scope of what you will do in that assessment and how your participation in Week Two supports your success.
Intellectual Elaboration
“We keep moving forward, opening new doors, and doing new things, because we’re curious and curiosity keeps leading us down new paths.” -Walt Disney
The above quote by Walt Disney can be interpreted in a variety of ways. You are encouraged to think about this quote as you prepare for the assessments in Week Two: In what ways does curiosity impact your motivation to learn? How might your curiosity influence a student’s motivation to learn? To fully consider these questions, it will be helpful to review what is meant by learner motivation.
Learner Motivation
There are many different theories on learner motivation. Regardless of which theory you subscribe to, you will recognize that there are two major types of motivation for learning: intrinsic and extrinsic. Intrinsic motivation comes from within and may be caused by characteristics in the task being performed. Extrinsic motivation comes from outside the task, such as through praise, recognition, or another system of rewards. Think about the concepts of intrinsic and extrinsic motivation as you view this 18 minute video by Daniel Pink, The Puzzle of Motivation. In essence, what Pink claims is that superficial motivation (e.g,. carrot and stick), or extrinsic motivation has a limited influence and suggests that we need deeper intrinsic motivations to ensure longer lasting results
In the video, Pink states that “…deeper motivation comes from autonomy (the urge to direct our own lives), mastery (the desire to get better and better at something that matters) and purpose (the yearning to do what we do in the service of something larger than ourselves)” (Pink, 2009).
Reflection about Pink’s (2009) thoughts on motivation (autonomy, mastery and purpose) and on how deeper motivation can be applied in relationship to integrating technology in the classroom is provided below.
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- Autonomy – typically, students want the opportunity to choose how they learn. Technology affords students more opportunity to choose methods of learning, such as by using audio podcasts, videos, websites, blogs, and so forth.
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- Mastery – many students are considered masters at using technology although use of technology for learning may not be intentional. Fact is, most learning occurs through socializing with peers or through technology-mediated methods, such as searching the Internet.
- Purpose – learning for a single assessment is known to have limited results for retention, yet providing students the opportunity to demonstrate their learning in different modalities often provides more lasting results and helps with transfer of learning knowledge and skills to new contexts.
When considering Pink’s (2013) claim regarding the need for deeper motivation in relationship to technology integration into the learning process, we can begin to see how technology integration can increase student self-efficacy as well as how it may produce greater results for student learning and constructing knowledge. Several authors, including Beffa-Negrini, Cohen & Miller (2002), Boster, Myer, Roberto & Inge (2002), Maushak, Chen, & Lau (2001), Swan, van’tHooft & Unger (2005) and Qing & Xin (2010), support Pink’s conclusions (2013). These authors conclude that the use of technology for learning improves motivation, engagement and interest. Thus, the challenge is not if technology actually increases motivation, but rather the challenge is how teachers can effectively integrate technology into instruction to increase a student’s intrinsic motivation. To address this challenge, many methods for use of technology have been investigated; gamification is increasingly a popular technology integration choice used by educators to promote student motivation.
Gamification
As discussed during Week One, technology integration is more than just having computers in the classroom or teaching basic computer skills; it is about providing opportunities for students to use technology and build upon 21st- century skills needed to be effective citizens, workers, and leaders. Additionally, it is about helping learners become more fully prepared to excel in the rigors of higher education coursework, increasingly technology-centered careers, and the globally competitive economy (Partnership for 21st-Century Skills).
Increasingly, portable web-enabled devices, such as the tablet seen in this image, are used in classrooms to provide individual students access to games and other online content for learning.
In a recent study by the Joan Ganz Cooney Center (2014), it as determined that 74 percent of Kindergarten through grade-eight teachers surveyed used digital games for instruction with 55 percent using them weekly as part of formal instructional methods. Additionally, the survey found that while digital games are being used in the classroom, many teachers use them only as supplemental material or as a reward for students after classroom seatwork has been accomplished and not as the main instructional method. The reason behind the limited use of digital games, as found in the survey, was that many teachers are uncertain that students can learn curriculum from digital games well enough to demonstrate a mastery of the content on state exams.
In the Week Two assignment, you will consider how technology can be used to differentiate instruction to meet the needs of every student in every lesson. More specifically, you will discuss gamification as an instructional method. To help prepare for this assignment, reflect on the findings by the Joan Ganz Cooney Center survey mentioned above as you view this approximately five minute video Student Mentors Teach Game Design (2009) about how high school students mentor peers to design computer games. As you view the video, consider whether your initial thoughts on the data presented by the Joan Ganz Cooney Center are being validated or whether they are altered by what you see and hear in the video?
21st Century Skills
As you work through each week of this course it will be important to have an understanding of 21st- century skills. 21st-century learning is an integral concept weaved throughout this, and many other courses you will participate in and supports the nation’s movement on preparing students for post-secondary education, career preparation, and contributing to society globally.
Review this short video from Teknolojileri (2013) discussing 21st century skills. Specifically, Teknolojileri discusses creativity, communication, collaboration, critical thinking, media literacy, information literacy, and problem solving which are skills that make up the framework for 21st-century learning.
Next, review this approximately three minute video from Knowledge Delivery Systems (2013) that explores the fundamentals of 21st century skills and what they mean to the practice of educators. The information you gather from these videos will further inform your responses to this week’s discussion and assignment.
Assessment Guidance
This section includes additional specific assistance for excelling in the discussions for Week Two beyond what is given with the instructions for the assessments. If you have questions about what is expected on any assessment for Week Two, contact your instructor using the “Ask Your Instructor” discussion before the due date.
Discussion 1: Student Motivation and Technology
This discussion is an opportunity to demonstrate your mastery of the course learning outcome; evaluate a variety of digital and assistive technologies for supporting diverse learners. In this discussion, you will analyze how technology integration can be used as a method of intervention to meet the needs of diverse learners.
For your response you are asked to find a video that supports how technology integration into the classroom supports increasing students’ motivation. If for some reason you are unable to support your response to this discussion using the video option, please contact your instructor for an alternative way to complete this discussion before the due date of the initial post.
Recall the strategies for active reading provided in the Week One Instructor Guidance – applying those same principles to viewing media in this course will be helpful. In other words, as you view the video you select for this discussion, consider the instructions for the initial post. Doing this will help you to focus on the most relevant points in the video that will inform your response. The overall goal of the initial post is to share what you have learned from the video as it relates to supporting student motivation while also providing the link to the video so that classmates and the instructor may view it as well. As indicated in the instructions for replies, in the Guided Response, you will learn further about ways technology integration in instruction can support student motivation by viewing at least two videos shared by classmates.
Remember to follow the Guided Response prompt for all Discussions. Doing so helps to create a more robust dialogue, which will lead to increased learning opportunities for everyone.
Assignment: Games in the Classroom
This written assignment is an opportunity to demonstrate your mastery of the course learning outcomes; evaluate how the purposeful integration of technology in instruction and assessment supports student acquisition of 21st century skills, and evaluate a variety of digital and assistive technologies for supporting diverse learners.
As you have noticed from the required course readings and videos in the course thus far, there is an intricate relationship between the integration of technology and teaching methods. Teachers must always examine the appropriateness of technology they use in the classroom and be prepared to provide a rational for the integration of a specific technology in instruction. By demonstrating your mastery of the above course learning outcomes in this assignment, you will be better prepared to examine the appropriateness of games in instruction and provide rationale for their use.
In this assignment you will analyze the influences gamification and integration of technology can have on teaching and learning. Start the assignment by reviewing the TED Talk (2010) video of gamification as well as the Required and Recommended Resources for Week Two. Next, review the essential writing requirements for APA to compose a formal written response that demonstrates graduate level writing showcasing what you have learned about the topic of gamification as it relates to supporting student motivation. Follow the content and written communication instructions outlined in the Week Two Assignment instructions.
References
Beffa-Negrini, P., Cohen, N., & Miller, B. (2002). Strategies to motivate students in online learning environments. Journal Of Nutrition Education & Behavior, 34(6), 334-340.
Boster, F.J., Meyer, G.S., Roberto, A.J. & Inge, C.C. (2002). A Report on the Effect of the
United streaming Application on Educational Performance. Retrieved from
http://www.unitedlearning.com/
Ellis, K. (2009, May 27). Student mentors teach game design. [Video file> Retrieved from http://www.edutopia.org/
Framework for 21st century learning. (n.d.). Retrieved from http://www.p21.org/our-work/
Knowledge Delivery Systems (2013, June 5). 21st century skills: Rethinking how students learn. [Video file]. Retrieved from http://www.youtube.com/watch?
Maushak, N. J., Chen, H., & Lau, H. (2001). Utilizing edutainment to actively engage K-12 learners and promote students’ learning: An emergent phenomenon.
(ERIC Document Reproduction Service No. ED 470100)
Takeuchi, L. & Vaala, S. (2014, Oct. 20). Leveling up learning: A national survey on teaching with digital games. Retrieved from http://www.
TED. (2009, July) The puzzle of motivation. [Video file] Retrieved from http://www.ted.com/talks/dan_
Swan, K., van’t Hooft, M., Kratcoski, A., & Unger, D. (2005). Uses and effects of mobile computing devices in K-8 classrooms. Journal of Research on Technology in Education, 38(1), 99-112.
Teknolojileri, B. (2013, May). 21st century skills [Video file]. Retrieved from http://www.youtube.com/watch?
Qing, L., & Xin, M. (2010). A Meta-analysis of the Effects of Computer Technology on School Students’ Mathematics Learning. Educational Psychology Review, 22(3), 215-243. doi:10.1007/s10648- 010-9125-8
Learning Outcomes
This week students will:
- Discuss the influence technology has on teaching and learning.
- Analyze how technology integration is used as a source of intervention for diverse learner needs.
- Evaluate a variety of digital and assistive technologies designed to enhance teaching and learning for all learners
Introduction
During Week One you viewed videos illustrating how teachers can access and use technology to enhance student learning and encourage independence. However, discovering the benefits of technology integration in the classroom requires a shift in the way we think about existing approaches to teaching and learning. When we think about technology use in the classroom, we might think of what are commonly considered more traditional examples of technology such as audio books, computer-based reading comprehension tests, and type-to-learn programs. While these are appropriate and even effective ways to enhance instruction, we must contemplate other innovative tools and technological approaches to provide differentiated learning opportunities that meet the unique needs of all learners. Therefore, during Week Two, we explore the relationship between learner motivation and technology.
Required Resources
Articles
- Housand, B. C., & Housand, A. M. (2012). The role of technology in gifted students’ motivation. Psychology In The Schools, 49(7), 706-715. Retrieved from the EBSCOhost dabase in the Ashford Library.
- The full-text version of this article is available through the ERIC database in the Ashford University Library. In this article, Housand and Housand explore the overlap between factors that have historically been shown to increase motivation and the unique affordances of technology tools to meet the needs of gifted and talented students. The article is required reading for the Week One Discussion.
- McCombs, B. (2000). Assessing the role of educational technology in the teaching and learning process: A learner-centered perspective. The Secretary’s Conference on Educational Technology 2000. Retrieved from http://files.eric.ed.gov/
fulltext/ED452830.pdf - In this seminal article, McCombs discusses why technology integration is desirable in education. The article may be enlightening to you as a historical perspective on views at the end of the 20th century. The article is required reading for the Week One Discussion.
- Page, M. S. (2002). Technology-enriched classrooms: Effects on students of low socioeconomic status. Journal of Research On Technology In Education (International Society For Technology In Education), 34(4), 389. Retrieved from Ashford Library
- The full-text version of this article is available through the Ashford University Library. In the article, Page discusses the effects of low socioeconomic status on students in relation to technology-enriched classrooms. The article is required reading for the Week One Discussion.
Multimedia
Technology, Entertainment and Design [TED]. (2010, February). Gaming can make a better world [Video file] Retrieved from http://www.ted.com/talks/jane_
- This twenty-minute video features Jane McGonigal speaking about how gaming can improve livelihoods. This video is a required resource for the Week Two Assignment.
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Recommended Resources
Websites
- Edutopia (http://www.edutopia.org)
- This website sponsored by the George Lucas Educational Foundation is dedicated to improving the K-12 learning process through innovative, replicable, and evidence-based strategies that prepare students to thrive in their studies, careers, and adult lives. Articles, videos, and much more are readily available on a variety of educational topics. This source is recommended for the Week Two Discussion.
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- The Teaching Channel (https://www.teachingchannel.
org) - This website is for The Teaching Channel where you can find a wealth of resources to assist you in your current and future practice as an educator. This resource is required for completing the Week Two Discussion.
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