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Playful learning in the twenty-first century: Motivational variables, interest assessment, and games

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Abstract and Figures

The motivational terms of engagement, interest, and motivation are usually used interchangeably across disciplines. This trend is problematic because each construct has unique characteristics that either differ or overlap each other, and as a result, empirical works that are unclear about which construct is being measured attributes to muddling the overall quality of the research area on interest development. The issue of interest measurement is further complicated by the increased use of technology and games for learning. The purpose of this literature review is to first provide definitions of engagement, interest, and motivation as well as their relationship to each other in learning. Then, I inspect previous methods used to assess interest and report on the recent assessments of interest development using analog and digital games for learning. Empirical works selected for this literature review directly measuring interest and were recent publications (< 5 years), and a total of seven studies in out-of-school K-12 learning settings were examined in detail. Findings from the literature review show that interest assessment has traditionally relied on self-report measures over a brief period of time, whereas ideally a more accurate representation of interest tracking pairs' self-report measures with fieldwork across an individual's lifespan. A common occurrence found in interest assessment studies include small sample groups and an inconsistency in measurements of interest. Further research is needed to develop an instrument or methodology that can measure interest in isolation from other motivational variables and for adaption across disciplines.
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Vol.:(0123456789)
SN Soc Sci (2021) 1:151
https://doi.org/10.1007/s43545-021-00164-z
REVIEW
Playful learning inthetwenty‑first century: Motivational
variables, interest assessment, andgames
SherryYi1
Received: 26 April 2020 / Accepted: 23 May 2021 / Published online: 14 June 2021
© The Author(s), under exclusive licence to Springer Nature Switzerland AG 2021
Abstract
The motivational terms of engagement, interest, and motivation are usually used
interchangeably across disciplines. This trend is problematic because each construct
has unique characteristics that either differ or overlap each other, and as a result,
empirical works that are unclear about which construct is being measured attributes
to muddling the overall quality of the research area on interest development. The
issue of interest measurement is further complicated by the increased use of technol-
ogy and games for learning. The purpose of this literature review is to first provide
definitions of engagement, interest, and motivation as well as their relationship to
each other in learning. Then, I inspect previous methods used to assess interest and
report on the recent assessments of interest development using analog and digital
games for learning. Empirical works selected for this literature review directly meas-
uring interest and were recent publications (< 5years), and a total of seven studies
in out-of-school K-12 learning settings were examined in detail. Findings from the
literature review show that interest assessment has traditionally relied on self-report
measures over a brief period of time, whereas ideally a more accurate representation
of interest tracking pairs’ self-report measures with fieldwork across an individual’s
lifespan. A common occurrence found in interest assessment studies include small
sample groups and an inconsistency in measurements of interest. Further research is
needed to develop an instrument or methodology that can measure interest in isola-
tion from other motivational variables and for adaption across disciplines.
Introduction
What does it mean to be interested in a phenomenon? Motivational variables—inter-
est, engagement, and motivation—are often interchangeably used across domains,
which contributes to muddled research reporting. First, the meaning and relationship
* Sherry Yi
fangyi1@illinois.edu
1 University ofIllinois atUrbana-Champaign, 1310 South 6th St., Education Building,
Champaign, IL61820, USA
Content courtesy of Springer Nature, terms of use apply. Rights reserved.
... Interest can be defined as a state -situational interest -when it is a response to the environment or a trait -individual interest -when it is a personal predisposition or tendency to pay attention to certain stimuli over time (Hidi 1990). Interest and motivation are two motivational variables closely linked together (Yi 2021). According to Renninger and Hidi (2011), interest can be driven by intrinsic or extrinsic motivation and can be developed through four principles: (1) personal relevance; (2) focused attention; (3) social interactions; and, (4) continued engagement (Hidi & Renninger 2006). ...
... According to Renninger and Hidi (2011), interest can be driven by intrinsic or extrinsic motivation and can be developed through four principles: (1) personal relevance; (2) focused attention; (3) social interactions; and, (4) continued engagement (Hidi & Renninger 2006). In the learning process, interest is particularly important since students are more likely to be focused on, engaged with, and committed to a learning activity when they are interested in the topic (Hidi & Renninger 2006;Pintrich & Schunk 2002;Yi 2021). Since interest influences both cognitive and affective functions (Renninger & Hidi 2011), encouraging interest in nature is critical to foster (1) understanding of surrounding natural environments, challenges faced, and their respective solutions and (2) positive attitudes toward nature (Monroe et al. 2008;Powell et al. 2019;Wang et al. 2022). ...
Chapter
The use of information and communication technologies, which has already become an integral part of the educational process, accelerated its pace significantly during the COVID-19 pandemic and formed certain trends that will undoubtedly continue influencing further transformations. Analyzing the COVID-19 pandemic and post-pandemic studies, we highlight some changes in the following aspects: the choice of equipment for learning activities and preferable teaching methods. This new social demand is making such learning formats as gamification and educational games more and more popular. Visual novels (VNs) could become an educational resource. The research task is to test the effectiveness of a visual novel as a means of teaching business communication to computer science students considering current trends and limitations since observation shows that business communication is left out of consideration in technical specialists training programs. Corresponding closely to modern trends in education, VNs not only implement the ideas of alternative teaching methods (gamification) productively, but also provide educational organizations with the opportunity to intensify the process of learning and optimize technical resources involved in the educational process. Another confirmed important factor is the effectiveness of VNs and gamification in general in terms of keeping up students’ learning motivation and interest while studying a minor subject.
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The goal of this paper is to provide a long overdue clarification and upgrade to what has been called the intrinsic-extrinsic dichotomy in the realm of motivation. We argue that the concept of intrinsic motivation should be limited to refer to the pleasure gained from an activity, divorced from any further elements. It means liking the doing. The term has been confounded with a different type of motivation, which is properly labeled achievement motivation and which refers to competition against some standard of excellence (subconscious or conscious). Achievement motivation means wanting to do well. One can like doing something and not care about how well
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