Slide Strategi Motivasi
Slide Strategi Motivasi
Strategies
DR KHAIRUL JAMALUDIN
What will you learn?
learners?
METHOD OF MONITORING
MOTIVATION
LEARNING PERFORMANCE
SIX MAJOR
COMPONENTS OF
ACADEMIC
SELF-REGULATION
PHYSICAL USE OF TIME SOCIAL
ENVIRONMENT ENVIRONMENT
• What makes you excited to
ASK YOURSELF: come today?
• What are my reasons to eat
WHAT’S healthy?
• What steps do I need to take
MOTIVATION? to get 4.00?
• Internal process (goals, beliefs,
perceptions & expectations) that
give behavior its energy & direction
• the process that initiates, guides,
and maintains
Defining
goal-oriented behaviors.
• is what causes us to act
Motivation
• involves the biological, emotional,
social and cognitive forces that
"Theactivate behavior.
term motivation refers to factors that
activate, direct, and sustain
goal-directed behavior...
Guides
Activates (gets you Maintains (keeps (determines where Behaviour over
Motivation
going) you going) are you trying to time
go)
Covington and Roberts (1994):
• Defensive Dimitri/Failure Avoider: For this type of student, the desire to avoid failure
outweighs the anticipation of success. He puts his energy into preventing anyone from
interpreting his poor performance as evidence of lack of ability. He uses a number of
failure-avoiding strategies, such as studying at the last minute so that if he fails, he has a
ready excuse. He relies on memorization as the easiest way to get an adequate grade and puts
in a great deal of time the last day or so as a way of making up for weeks of neglect and
disinterest in coursework. Underneath the seeming apathy, though, he remains concerned about
the implications of failure and defensively maneuvers to avoid looking not capable.
Covington and Roberts (1994):
• Anxious Anna/Overstriver: This student is high in both motives. She seeks success but
greatly fears failure at the same time. In fact, she can be characterized as attempting to avoid
failure by succeeding. This student is highly anxious about her performance,often over-prepares
for assignments and exams, and seeks extra credit whenever possible. Though in the short
term, it may seem that she is successful as her grades are exemplary, in the long term, her
excessive worry about failure and doubts about her adequacy may result in exhaustion and
actual health problems.
• Hopeless Henry/Failure Acceptor: This student is low in both motives, reflecting an absence
of both hope and fear. He is basically indifferent to achievement, believing that more effort
and better learning strategies will make no difference in his history of academic failure. In
addition to loss of hope, this indifference may also reflect hidden anger. He is not concerned
about the implications of academic failure as at some point he has told himself that the lessons
to be learned in school hold no relevance for his life.
Keep these questions in
Do any of
Marketing these
Funnel mind:
1. identify the factors that
A Marketing Funnel maps your company’s
students resemble influence motivation;
marketing activities at each stage of the
2. assess your beliefs and
customer journey. The goal is to create a
anyone you know? Or perceptions to account for
system, which is measurable at every
your own motivation.
level of the journey. Use the blank
maybe yourself?
framework on the next page to start
filling out your own marketing funnel.
Motivation
Theories
(4 perspectives)
Behavioural Social
• Classical conditioning (Pavlov, • Social learning (Bandura,
1897) 1977)
• Operant conditioning (Skinner, • Achievement motivation
1938) (Atkinson, 1957)
Cognitive Humanistic
• Attribution (Weiner, 1986) • Hierarchy of Needs (Maslow,
• Expectancy (Vroom, 1964) 1943)
• Cognitive dissonance
(Festinger, 1957)
COVINGTON’S SELF-WORTH THEORY (1992)
Self-worth: The need for Success enhances the
students to maintain a positive sense of worth. However,
image of themselves and their
ability. if a person fails at a task,
the feedback evokes the
individuals learn that
possibility of a lack of
society values people
ability and creates
because of their
feelings of unworthiness
accomplishments.
and self-rejection.
when individuals are faced It is this fear of failure and
with the possibility of not lack of caring or
failure, they will avoid the interest in the subject
situation or develop matter that often leads to
strategies to prevent any inappropriate academic
inferences to a lack of behavior.
their ability.
Social Learning theory
• controlled experiments with two
(Bandura, 1977) Developed groups of children.
based on: Group A: witnessed adults
physically & verbally abused the
doll
Group B: witnessed adults
caressing & talking affectionately
to the doll
• Children imitated the behaviour
• Observational process is important
Bandura • Behaviour modification is achieved
suggests: by:
• Observing
• Mentally rehearsing
Assess Initiate
observe • Initiating behaviour
appropriateness behaviour
(Bates, 2020)
ATTRIBUTION: 1. explain why individuals respond differently
An individual’s perception of the to the same outcomes.
causes of their own success or 2. How students perceive the causes of their
failure. prior successes and failures is the most
important factor determining how they will
Attribution theory approach a particular task in the future and
how long they will persist at it.
(Weiner, 1986) 3. Attribution:
• Internal: factors internal to a person
(level of efforts, personality traits,
attitudes, abilities)
• External: factors internal to a person
Stability (luck, other people, situational factor)
Controllability
How permanent/ consistent the The degree of control the
behavior is person has over the behaviour
Internal External
Attribution theoryABILITY
Stable TASK DIFFICULTY
(Weiner, 1986)
Unstable
EFFORT LUCK
Expectency theory (Vroom, 1967)
• Is based on the belief that a person will behave in a certain way based on their belief (E) that a
specific act will be reward (V) once the act has been completed satisfactorily (I).
• Expectation: a subjective measure of the learner’s belief in themselves & their confidence in being
able to achieve the results expected from them
• Valence: measures the value the learner attaches to a given reward
• Instrumentality: measures the extent to which the learner believes their teacher will deliver the
rewards promised.
Cognitive Dissonance (Festinger, 1957)
marketing activities at each stage of the will cause dissonance which the
Learning Dissonance Conviction
customer journey. The goal is to create a individual will motivate to resolve
• Attribution: An individual’s
perception of the causes of
their own success or failure.
3. Classroom factor (Liam,
2001):
nature of instruction instructors encouraged Small group tutorial & 1-to-1
• structured subjects (clear instructions students to work together supervision
and assignments & immediate • Group works/tasks • Mentoring / training
feedbacks)
What is identity?
Nurturing
Marketing FunnelIntrinsic
♦ Extrinsic motivators, though possibly effective in the short term to
gain compliance to do a task, tend to diminish intrinsic motivation for
& Extrinsic that same activity over the long term (Deci et al., 1999, p. 659).
Motivation ♦ A recent study of 200,000 employees found that that those who
were more intrinsically motivated were three times more engaged in
their work than those who focused more on external rewards
(Chamorro-Premuzic, 2013).
Considerations:
offering them choice and giving • many creative people can only • ensure that a learners meet
them the opportunity to utilise take control of their own with success.
their own learning style in the learning after they leave • ensure that each of the steps
classroom. education is achievable and to ascertain
• For many learners creativity is that knowledge of a child’s
the principal motivating factor. learning style and previous
• Design lessons that encourage knowledge is available.
creativity
24 Strategies (Reid, 2007)
Provide feedback to Learners need to believe Acknowledge the
students about their own individual styles of each
in their own abilities
personal progress
child
• the criteria for progress are not • Help them to recognise and • This is important although it
generalised but instead should acknowledge any can be challenging in today’s
be individualised. achievements – no matter how inclusive classrooms.
• Once it has been decided what small they may seem to • If a young person is made
exactly constitutes progress others. aware of his/her learning style
for an individual this should be • Provide positive feedback to this can set them up for
discussed and negotiated with ensure that they can believe in independent learning at home
them. their own abilities. and beyond school.
• Then personal goals can be
established and progress more
easily identified.
24 Strategies (Reid, 2007)
Ensure a task is age and Observe your students Focus on the task and the
interest related closely curriculum
Obtaining age-appropriate • Use observation to begin with • the aims of the curriculum may
materials for learners with to get to know the learning have to be revised and this
reading difficulties is essen- tial in and environ- mental revision can make a difference
order to develop motivation. preferences of the children in between success and failure.
your class
24 Strategies (Reid, 2007)
Use a range of learning Ensure lessons are Minimise pressure
styles in class lessons. meaningful
• Each lesson must have • check on his/her level of • Some children need some
elements of the auditory, understanding and knowledge pressure to be motivated – for
example, deadlines and
visual, tactile and kinaesthetic of the key concepts involved in
competition.
throughout. the lesson. • This should however be used
• This is important to ensure that carefully: too much pressure can
each child’s learning style is result in total de-motivation as a
student may not see a goal as
accommodated for in some achievable.
way.
24 Strategies (Reid, 2007)
Group work Self-assessment Show progression
• Suport should be provided • Encourage student autonomy • provide learners with control
without any embarrassment to • allow some control over their and independence in learning.
them. learning.
24 Strategies (Reid, 2007)
Give students Focus on learning as well Involve the class in
responsibility for their as teaching decisions
own learning
• Responsibility can be given in • focus on children’s learning as • They need a sense of ownership
small ways to begin with, but well as teaching and to over tasks and learning
experiences.
ultimately this should be the consider this in the preparation
• it is useful if they can be
aim of all learning of materials. involved in deci- sion making as
programmes. much as possible.
24 Strategies (Reid, 2007)
Celebrate success Use positive feedback Encourage
self-evaluation
• can develop team spirit and • Feedback can be ‘purely • can min- imise the need for
enhance group motivation. informational feedback about teacher approval.
• ndicates that a student has
one’s performance’ but if the
taken some responsibility for a
information communicates task and should be able
appreciation for the quality of eventually to gain insights into
work, then the verbal feedback the learning processes involved
in it.
can enhance intrinsic
motivation.
The use of video
Because video games are
game to motivate so popular with young
people,
learning researchers have explored
ways to use game play to
engage students in school
subjects
(Peppler & Kafai, 2007;
Rockwell & Kee, 2011;
Small, 2011)
as an activity that is voluntary and
enjoy-able, separate from the real
What is game? world, uncertain, unproductive in that
the activity does notproduce any
goods of external value, and governed
by rules (Caillois, 1961)
• Discounts
MOFU (Middle of the Funnel) • Exclusive offers
Activities that facilitate evaluation
• Free trial
Convert those who are aware into leads
• Event
• Demo
BOFU (Bottom of the Funnel) • Feedback
Activities that facilitate conversion
• Success stories
Guide the leads in making an informed purchase decision
• Comparison sheets
PDF) Games, Motivation, and Learning: A Research and Practice Model. Available from:
Strategy, Tactics,
and Execution
A strategy, a list of tactics, and knowing
how to execute them are integral in the
attainmentof your company goals. Use
the blank framework on the next page
to start filling out yourown strategy,
tactics, and execution
Fantasy
• Games represent an activity that is separate from real life in that there is no
activityoutside the game that literally corresponds.
• Games involve imaginary worlds.
• environment that evokes “mental images of physical or social situations
that do notexist”
• Malone and Lepper (1987) noted that fan-tasies can offer analogies or
metaphors for real-world processes that allow the user toexperience
phenomena from varied perspectives. I
Rules/Goals oriented
• the rules and constraints of ordinary life are temporarily suspended and
replaced by a set of rules that are operative within the fixed space and
time of the game.
• One of the most robustfindings in the literature on motivation is that
clear, specific, and difficult goals lead toenhanced performance (Locke &
Latham, 1990).
PDF) Games, Motivation, and Learning: A Research and Practice Model. Available from:
• builds their confidence that their effort can bring them closer to
their goals.
Available for both Wii and Nintendo
DS, this linguist-developed game will
help students improve their verbal
communication skills through six
different fun, word-related games.
Even better, the game comes
complete with a built-in dictionary Examples of video
loaded with over 17,000 words.
games for learning
The Reader Rabbit series has
reading-related educational games
that touch a variety of learning levels
and topics. The one we've linked to
here is for second graders, but there
are others for lower and higher
grades. All get kids involved in reading
through a series of fun mini-games.
Bolster your kids' geographic
knowledge with the help of this fun
Xbox game, which allows players to
quiz themselves, complete puzzles, or
explore the world.
Examples of video
games for learning
This Jump Start title is one of many
the company offers on the Wii
platform. Through it, young learners
engage with a 3D environment that
helps them to practice math, reading,
and critical thinking skills, earning
virtual rewards as they go.
Thank you
See you next week!