Designing for Motivation in TEL: Relevance, Meaning and Value in Context
A. Ravenscroft, A. Schmidt, and J. Cook. First Workshop on Motivational and Affective Aspects in Technology-Enhanced Learning, ECTEL 2010, Barcelona, September 28, 2010, (2010)
Given the increasingly pervasive and important role of the net in our
everyday lives, along with the many practices it mediates and supports, it is becoming crucial that we consider the role of motivation in TEL. This will help us to ensure that our TEL innovations are adopted, and their related learning
activities are favoured, supported and realised in the digital landscape - and not avoided because our focus lies elsewhere or there are simply too many other things to do. And yet, motivation is poorly understood and usually not considered in the design of TEL. In addressing this issue (of motivation) this paper will reflect on perspectives from Psychology, Serious Games and Social
Software, before proposing some initial ideas for designing for motivation. The arising design ideas that have initially been applied to the development of Digital Dialogue Games are now being articulated within a larger scale EU Integrated Project called MATURE, that is particularly challenged to design
informal learning and knowledge maturing in the Web 2.0 workplace.