Motivation
The Bitmojis
Alyse Ervin, Dianna Chalberg, Enrique Lopez, and Kristen Webster
The Bitmojis
Alyse Ervin, Dianna Chalberg, Enrique Lopez, and Kristen Webster
Throughout the years, a challenge many educators have faced is how to effectively engage and motivate the students in the classroom. Motivation can be defined as “the drive to initiate, to continue, or to complete tasks'' (Criss, 2011, p. 61). Factors that contribute to motivation can include, but are not limited to areas of competency, autonomy, and relatedness, which can all be impacted by the use of technology in education. The students of today do not know a world without readily available technology. In fact, Housand and Housand (2012) suggest that there is a direct correlation between technology and motivation.
As technology becomes more infused into education, new educational software programs are introduced to schools as ways to engage learning. Educational software has become a large part of education and has been integrated into many classrooms; Educational software refers to any computer program or application that is designed for educational purposes (Habgood & Ainsworth, 2011). Many programs help supplement learning and give students further options on ways to acquire new knowledge. The researchers presented in this literature review point to the importance of an effective educational software design and the effects the software can have on a student’s motivation. In the articles, four themes shared were a) intrinsic and extrinsic motivation, b) self-regulated learning, c) student choice, and d) collaboration. The focus of this review addresses the research question: does educational software affect student motivation?
When researching the effects software has on motivation, Chen et al. (2019) found it important to note the difference between intrinsic and extrinsic motivation and how each affected a student's drive in the classroom. Intrinsic motivation is when an individual performs an activity without any external reward and external motivation refers to an individual’s performance being driven by an incentive (Habgood & Ainsworth, 2011). Chen et al. (2019) showed that when software increased intrinsic motivation students experienced positive changes to their learning experience which resulted in higher levels of engagement. In addition to this, when students were actively engaged in their learning there were higher levels of academic success ( Chen et al., 2019). This theme discusses how educational software affects intrinsic and extrinsic motivation. The articles presented will look further into the effect this has on academic success and engagement.
Engagement is a vital aspect of learning and there are many factors that can affect a student's level of engagement. Engagement can be broken into three dimensions: behavioral, cognitive, and emotional engagement (Chen et al., 2019). Behavioral engagement is when a learner is displaying behaviors such as participation and effort. Cognitive engagement is when an individual is willing to take on the learning task given to them and emotional engagement involves the positive and negative reactions a student may experience while learning ( Chen et al., 2019). Chen et al. (2019) showed that when students were given educational software to work on their math skills there was a positive relationship between their level of engagement, being intrinsically motivated, and a positive outcome of the learning expectations. Calderon et al. (2020) showed that when students were given a variety of digital platforms to create content on they were intrinsically motivated to interact with peers and students claimed that they were engaged in their learning while using this software. The results of these studies indicate that when educational software intrinsically motivates students there are higher levels of engagement.
Many educators introduce an educational software program to promote academic achievement. According to Calderon et al. (2020) there is a connection between a student's motivation when engaging in educational software and academic success. Calderon et al. (2020) indicated that some students possessed intrinsic motivational indicators while using their educational software programs such as self-confidence, enjoyment, and meaningful learning. Habgood and Ainsworth (2011) compared an intrinsic version of a software program to an extrinsic version. Students who played the intrinsic style of the program better met the expected learning goals than the students who used the extrinsic version. This literature suggests that when students are given an educational software program that intrinsically motivates them they are more likely to meet learning goals and succeed academically.
As education moves towards dependence on web-based educational software and students experience a more independent learning environment as a result of hybrid or remote learning initiatives, the need to address a student's self-regulated learning should follow suit. Self-regulation is defined as “self-generated thoughts, feelings, and actions that are planned and cyclically adapted to the attainment of personal goals” (Zimmerman, 2000, p. 14). The decreased interaction between students, peers, and teachers along with the reliance on technology can pose issues that affect student motivation (Whipp & Chiarelli, 2004). A student’s self-regulated learning will be positively affected when they feel valued and are encouraged by their teacher and peers.
Zones of Regulation
Something helpful to drive self-regulation is teaching learners about the Zones of Regulation. The Zones of Regulation is described as a "conceptual framework" that helps teach children about self-regulation and self-control. Emotions are assigned a color and a built-in action to help deal with or handle the emotion. Children are taught to help calm themselves down and also advocate for what they need based on how they are feeling. The chart below lays out the different colors, associated emotions, and actions of the Zones of Regulation.
When introducing the Zones of Regulation to students, playing helpful videos or singing songs about the colors can be beneficial for their understanding. An example song and instructional video are posted below:
One component that affects motivation is value. Pintrich and De Groot (1990) interpret value as a student's reflective process around the culminating question “Why am I completing this task?” In this process, students contemplate how the task measures up with their beliefs, goals and interests. Teachers can help facilitate this motivational component. Hariri et al. (2021) highlight the need for a teacher to consider individual characteristics of students when creating tasks to help students feel a sense of value. It is this sense of value that will help students realize what they are learning is valuable and subsequently motivate students to learn (Ginsberg & Wlodkowski, 2019). Self-regulation affects student engagement and motivation (Sun & Rueda, 2012; Whipp & Chiarelli, 2004).
Educators can involve students in their education by allowing students to have a choice in their learning. According to Garn and Jolly (2014), students feel motivated when school content relates directly to out-of-school interests, expressing that “learning experiences that aligned with personal goals also made learning more enjoyable and meaningful” (Garn & Jolly, 2014, p. 15). In addition, student choice creates a more enjoyable learning environment, resulting in higher engagement and motivation (Garn & Jolly, 2014). In educational software programs, student choice can be seen as the amount of interactivity, or learner control, given to the user. Student choice can be implemented in the classroom in a variety of ways, but the literature presented will take a deeper look into the areas of student voice or expression of interests, and the learner control of educational software programs.
Motivation can be described as a student’s willingness to invest in learning, which can be increased when students learn according to their interests (Mkimbili & Odegaard, 2017). When students feel that the adults, both parents and teachers, are in support of their learning interests, motivation becomes even greater; adult support contributes to students feeling valued and empowered (Garn & Jolly, 2014). Mkimbili and Odegaard (2017) examined high school-aged students and sought to discover what motivates students to engage in the subject of science. Students expressed themselves through interviews. The results showed that students had more buy-in to the class when their voices were heard and when the curriculum related with their culture and life experiences (Mkimbili & Odegaard, 2017).
Universal Design for Learning
Universal Design for Learning (UDL) is a way of thinking about teaching and learning that helps give all students an equal opportunity to succeed. UDL can help to motivate students by multiple means of expression, representation, and engagement. UDL aims to provide choices to content materials and allows for content to be adjusted by teachers in order to provide a more individualized approach.
Learners differ in the ways in which they can be engaged or motivated to learn. There is not one means of engagement that will be optimal for all learners, UDL provides multiple options for engagement which is essential (About Universal Design Learning).
Within an educational software program, there are various levels of control given to the user. When students feel that they have no control over their learning environment, they may become unengaged in their education (Daniels & Arapostathis, 2005). However, when students have levels of control within a program, they tend to show higher satisfaction, which results in higher levels of motivation (Vandewaetere & Clarebout, 2011). Vos et al. (2011) looked at an online game for learning Dutch proverbs. Students in this study were split into two groups; one group constructed a game, while the other group played an already existing game with the same content. The purpose of the study was to evaluate the levels of both motivation and deep learning within the educational software program. The results showed that the students involved in constructing the software had higher levels of motivation and critical thinking skills than the group who simply played with the software (Vos et al., 2011). Kao et al. (2016) evaluated two groups of students using a program with electronic storybooks. One group of students had high interactivity electronic storybooks with narrations, guidance, prompts, and feedback, while the other group worked with low interactivity electronic storybooks with minimal interactivity. Levels of motivation were measured and determined that the students with more learner control within the software had higher levels of satisfaction and confidence. The high interactivity attributed to the students' ability to relate the content to their own lives, while also improving reading comprehension (Kao et al., 2016).
Collaboration is essential for students' growth and development. Vygotsky’s sociocultural theory states that social and cultural factors impact children’s cognitive development (Ormrod, 2014). Students need peer and adult interaction and feedback to develop language skills and further their cognitive skills. Active collaboration and engagement are intertwined with motivational factors (Huang et al. 2017)
Collaboration is crucial for the virtual learning model. The online collaborative learning model is recommended for virtual learning, as it increases motivation, course satisfaction, and intrinsic motivation (Shonfeld & Magen-Nagar, 2017). Scaffolding technology software into the learning model is also important. Shonfeld and Magen-Nagar (2017) used a scaffolding method to introduce communication applications, beginning with text dialogue, then voice recordings, and finally video application. This lowered the anxiety of learning new applications within the distance learning model. The inclusion of these applications increased group cooperation and collaboration.
Digital applications such as digital story creations enhance the interaction and communication between students. Huang et al. (2017) stated that digital story creations allow students to use their critical and creative thinking skills as they construct multimedia materials. These multimedia applications, such as audio, video, and text features provide students with the tools to create digital stories. Moreover, these digital story creations also provide an avenue for students to communicate, collaborate, and build on their language skills during the creation process. Throughout the process students’ interest, attention, and engagement are sustained. (Huang et al., 2017). Lastly, not only are students collaborating during the process but also have the opportunity to showcase their work with classmates once they publish their work.
This review examined research literature to find any effects educational software might have on motivating students. The literature established that motivation is a multidimensional process that encompasses prolonged interest, intrinsic motivation, control, and feedback (Huang et al. 2017). Research demonstrated how students benefit from teacher and peer support (Calderon et al., 2020). Software should allow for collaboration and the ability for teachers to monitor student progress and provide feedback. Moreover, teachers should take into consideration students' voice and choice when integrating software, as students’ interest levels are prolonged. Software needs to be tailored to students' interest to increase motivation and to help them find value in their learning goals.
The findings in these articles show that students learn best when motivation is taken into account during the software selection process. Teachers must carefully select software that will intrinsically motivate students, as it has been found more effective than extrinsic motivation (Chen et al., 2019). An example of this software is game-based learning as it has been found to highly motivated students. Students have the ability to interact with other players and learn difficult materials like mathematics and science that oftentimes is a source of anxiety, however, the inclusion of game-based learning applications can lower frustration and increase motivation (Chen et al., 2019; García & Jurado, 2019).
In the design of educational software, teachers must consider the inclusion of peer interaction, feedback, interactivity, and meaningful learning. Software needs to include student’s interests and educational needs, such as the option to change the program to adapt to the students' native language to best support all learners. Furthermore, software should motivate both genders by allowing for the selection of topics and applications that are gender-neutral. Teachers have the difficult task of selecting and implementing software in the classroom environment. The selection process should be carefully analyzed for motivational factors.
About Universal Design for Learning. CAST. (2021, April 20). https://www.cast.org/impact/universal-design-for-learning-udl.
Anderson, C. L., Anderson, K. M., & Cherup, S. (2009). Investment vs. return: Outcomes of special education technology research in literacy for students with mild disabilities. Contemporary issues in technology and teacher education, 9(3), 337–355.
Ash, K. (2010). Schools test e-readers with dyslexic students. Education Week, 4(1), 22–24.
ATT (2010). The classroom of tomorrow is here today. Retrieved May 17, 2013, from http://www.corp.att.com/edu/docs/netbook.pdf.
Carter, B. (2010). E-readers: supporting students with reading difficulties. Retrieved June 3, 2013, from http://blogs.ubc.ca/etec540sept10/2010/11/29/e-readerssupporting-students-with-reading-difficulties/
Chau, M. (2008). The effects of electronic books designed for children in education. Design of Electronic Text. Retrieved May 24, 2013 from http://fdt.library.utoronto.ca/index.php/fdt/article/view/4904/1762
Cheung, A., & Slavin, R. E. (2012). Effects of educational technology applications on reading outcomes for struggling readers: A best evidence synthesis. Baltimore, MD: Johns Hopkins University, Center for Research and Reform in Education.
Cheung, W. & Hew, K. (2009). A review of research methodologies used in studies on mobile handheld devices in K–12 and higher education settings. Australian Journal of Educational Technology, 25(2), 153–183.
Criss, E. (2011). Dance all night: Motivation in education. Music Educators Journal, 97(3), 61–66. https://doi.org/10.1177/0027432110393022
Calderón, A., Meroño, L., & MacPhail, A. (2020). A student-centered digital technology approach: The relationship between intrinsic motivation, learning climate and academic achievement of physical education pre-service teachers. European Physical Education Review, 26(1), 241–262. https://doi.org/10.1177/1356336X19850852
Chen, C.-H, Law, V., & Huang, K. (2019). The roles of e-engagement and competition on learner's performance and motivation in game-based science learning. Educational Technology Research and Development, 67(4), 1003–1024. https://doi.org/10.1007/s11423-019-09670-7
Daniels, E., & Arapostathis, M. (2005). What do they really want? Urban Education (Beverly Hills, Calif.), 40(1), 34–59. https://doi.org/10.1177/004208590427042
García, C. M., & Jurado, B. G. (2019). Motivational effects of technological resources in bilingual education settings. Multidisciplinary Journal of Educational Research, 9(1), 88–116. https://doi.org/10.17583/remie.2019.3800
Garn, A., & Jolly, J. (2014). High ability students’ voice on learning motivation. Journal of Advanced Academics, 25(1), 7–24. https://doi.org/10.1177/1932202X13513262
Ginsberg, M. B., & Wlodkowski, R. J. (2019). Intrinsic motivation as the foundation for culturally responsive social-emotional and academic learning in teacher education. Teacher Education Quarterly, 46(4), 53-66.
Habgood, M. P. J., & Ainsworth, S. E. (2011). Motivating children to learn Effectively: exploring the value of intrinsic integration in educational games. The Journal of the Learning Sciences, 20(2), 169–206. https://www.jstor.org/stable/41305911
Hariri, H., Hermanto, D., Yayah, E., Rini, Riswanti, & Suparman, U. (2021). Motivation and learning strategies: student motivation affects student learning strategies. European Journal of Educational Research, 10(1), 39–49. https://doi.org/10.12973/eu-jer.10.1.39
Housand, B. C., & Housand, A. M. (2012). The role of technology in gifted students' motivation. Psychology in the Schools, 49(7), 706–715.
Kao, G., Yi-Ming, T., Chin‐Chung, L., Chia-Yu, & Yang, C.H. (2016). The effects of high/low interactive electronic storybooks on elementary school students’ reading motivation, story comprehension and chromatics concepts. Computers and Education, 100, 56–70. https://doi.org/10.1016/j.compedu.2016.04.013
Marchetti, E., Marchetti, E., Valente, A., & Valente, A. (2018). Interactivity and multimodality in language learning: the untapped potential of audiobooks. Universal Access in the Information Society, 17(2), 257–274. https://doi.org/10.1007/s10209-017-0549-5
Mkimbili, S., & Odegaard, M. (2019). Student motivation in science subjects in Tanzania, Including students’ voices. Research in Science Education (Australasian Science Education Research Association), 49(6), 1835–1859. https://doi.org/10.1007/s11165-017-9677-4
Shonfeld, M., & Magen-Nagar, N. (2017). The impact of an online collaborative program on intrinsic motivation, satisfaction and attitudes towards technology. Technology, Knowledge and Learning, 25(2), 297–313. https://doi.org/10.1007/s10758-017-9347-7
Sun, J. C.-Y., & Rueda, R. (2012). Situational interest, computer self-efficacy and self-regulation: Their impact on student engagement in distance education. British Journal of Educational Technology, 43(2), 191–204. https://doi.org/10.1111/j.1467-8535.2010.01157.x
Pintrich, P.R., & De Groot, E.V. (1990). Motivational and self-regulated learning components of classroom academic performance. Journal of Educational Psychology, 82(1), 33–40. https://doi.org/10.1037/0022-0663.82.1.33
Vandewaetere, M., & Clarebout, G. (2011). Can instruction as such affect learning? The case of learner control. Computers and Education, 57(4), 2322–2332. https://doi.org/10.1016/j.compedu.2011.05.020
Vos, N., Van der Meijden, H., Denessen E. (2011). Effects of constructing versus playing an educational game on student motivation and deep learning strategy use, Computers & Education, 56 (1): 127-137. https://doi.org/10.1016/j.compedu.2010.08.013.
Whipp, J. L., & Chiarelli, S. (2004). Self-Regulation in a Web-Based Course: A Case Study. Educational Technology Research and Development, 52(4), 5–22. https://doi.org/10.1007/BF02504714
Yun-Yin, H., Chen-Chung, L., Yu W., Chin-Chung, T., & Hung-Ming, L. (2017). Student engagement in long-term collaborative efl storytelling activities. Educational Technology & Society, 20(3), 95–109.
Zimmerman, B. J. (2000). Chapter 2 - Attaining Self-Regulation: A Social Cognitive Perspective. In Handbook of Self-Regulation (pp. 13–39). Elsevier Inc. https://doi.org/10.1016/B978-012109890-2/50031-7