Applying Keller’s ARCS model to the Gamification course I am auditing, I have identified components from two of the model’s four elements that could be modified to improve online motivation and engagement. The first method comes from the first element of Keller’s model, Attention. Keller asserts “For inquiry arousal, the learners’ curiosity would be stimulated by challenging problems that needed to be solved” (Pappas, 2015). I think that the developers of the Gamification course could have included some difficult problems that the learners needed to solve. Frank Avella would concur: “Inquiry-based learning methods will inherently keep your students’ attention” (Avella, 2018). These problems could have been solved individually or in groups. For instance, each member of a team might be given different information. On its own, the information is useless, however, when collaborating with other group members, the various bits of information fit together and can be used to solve the problem. These problems could have been presented in a gamified form, to increase engagement even further, as learners become active participants in the learning process. Another component of the Attention element is the use of humour. The gamification course could have easily included a few cartoons or short video clips as a way to hook its learners.
The second area of improvement falls under the element of Relevance. Keller believed relevance must be established in order to motivate learners (Pappas, 2015). By simply providing some examples of gamification programs that various teachers have used successfully in the past, the course would be satisfying three relevance strategies. First, perceived present worth, which would inform the learner that successful completion of the course would result in the acquisition of skills required to address current issues in real life. Second, perceived future usefulness, where learners are motivated because they can see how application of the course content will help them in real life in the future. Last, modeling, where the designers could have included presentations from everyday people, who have successfully integrated gamification into their classrooms. Seeing the accomplishments of others, who are utilizing techniques taught in the class, legitimizes the course, and makes it a priority to complete for learners.
Identifying evidence of Keller’s model in the course design of Leading Change: Go Beyond Gamification with Gameful Learning
Attention: Grab and hold the learners’ attention | |||
Category | Design elements | Rate | Evidence in MOOC audit course |
Active Participation | Games, role plays or other hands-on practice. | 1 | No evidence |
Use of humor | Include short humorous stories or light hearted humour in the course to grab the audience. | 1 | No evidence |
Conflict | Present statements of facts that might be contrary to what the learner believes to be true. | 1 | No evidence |
Variety | Employ a variety of media to grab the learners’ attention. | 2 | There are only ever readings and videos in each module. |
Real World Examples | Employ real life stories or examples to show that what is being learned has a practical application. | 2 | The talk about real world examples in the video clips, however, there is no gamification examples on the site. |
Relevance: The course design must establish relevance to be motivating. Use stories, language to which the learner can relate. | |||
Link to previous experience | Help learners’ develop of sense of continuity by realizing they are expanding their knowledge base. | 1 | There was a very basic questionnaire in the introductory module. |
Perceived present worth | Believe the course will equip them with the skills they desire to help them resolve a current issue. | 2 | Again, it would have been nice to see some gamification examples that are being used and possible. |
Perceived future usefulness | The degree to which learners’ believe the skills will help them later in their real lives. Communicate from the very beginning. | 2 | In interviews, educators give tips on how to set up your classroom for gamification, but no mention of the specific skills required to create the actual games. |
Modeling | Offer presentations by those who might present them with a model of success. | 1 | No evidence |
Choice | Give choice in learning methods or media that they may find more effective. | 4 | Learners are given choices between their module topics as well as options within a chosen module. |
Confidence: Instill a sense of confidence in learners by helping them see that they can succeed. | |||
Facilitate self growth | Encourage small steps and then immediately show progress in the course. | 3 | The course automatically checks off pages and activities as you complete them. |
Communicate objectives and prerequisites | Be clear on what needs to be achieved and how learners will be evaluated. | 3 | The course clearly lists what objectives and goals are to be met in multiple locations. |
Provide feedback | Provide constructive feedback and ensure learners know where they stand. | 2 | Feedback is very limited and is composed of mainly your automated quiz results. |
Give learner control | Provide learners’ with some degree of control over the learning process. | 3 | Learners can choose which modules they want to study and which activities to do. There are no options, though, with respect to different ways a learner can demonstrate their learning. |
Satisfaction: Learners should be proud and satisfied of what they have achieved throughout the eLearning course. | |||
Praise or rewards | Present the learners with some kind of reward – can be a sense of accomplishment or praise from the online facilitator. | 2 | Very little communication from the online facilitator. There is a map that gets coloured in when you complete an activity and module. |
Immediate application | Encourage learners to apply their newly acquired knowledge and skills in the real world setting or engage them in real problem solving activities. | 1 | Learners would not be able to apply their new knowledge and skills right away, because they do not have the skills to create a gamification course. They have only learned the theory in facilitating a gamified course. |
Adapted from: https://elearningindustry.com/arcs-model-of-motivation
References
Avella, F. (2018, November 20). Student motivation: The ARCS model [Video file]. YouTube. https://www.youtube.com/watch?v=tYu90ZK2WUA&t=78s
Charles, B. (2020, November 18). Leveraging learning theories in eLearning. Flare Learning – Training Illuminated – Online Training Courses | Flare Learning. https://www.flarelearning.com/post/22-leveraging-learning-theories-in-elearning.
Pappas, C. (2020, May 12). Instructional design models and Theories: Keller’s Arcs model of motivation. https://elearningindustry.com/arcs-model-of-motivation.
John Keller’s ARCS model, 2020. Source: https://www.flarelearning.com/post/22-leveraging-learning-theories-in-elearning.
March 19, 2021 at 6:04 pm
Hey Aaron,
Nice write-up for your gamification course. Completely agree with the modeling point. It is so nice to witness the achievements of others who attended the class in the previous years. It helps me realize that a course is legitimate, obtainable, and worth my time. The course that I am auditing implements this by having students take pictures of their group workshops (and the finished product), and then the course designers display the best ones before each relevant lesson/workshop. This made me feel like I was in elementary school again with the previous years’ photos and projects displayed all around the classroom, knowing that someday I would be up there too with the same skills as them.
Do you think that type of method with pictures would work to make your gamification class a priority for the students?
Michael
March 21, 2021 at 8:32 pm
Hi Michael,
Thanks for your comments. I agree with you about witnessing the achievements of past students. I think this is something we do not do a great job with at our schools. When you walk into a school, it would be nice to have some kind of a display case or wall, that highlights ex-students. I laughed at your elementary school reference, but do actually believe that type of method with pictures would work to make the gamification course a priority for the students. Sharing exemplars from previous students is a strategy that can improve learners’ confidence. The University of Waterloo’s Centre For Teaching Excellence states “Not only do exemplars show students what a successful assignment looks like, they also show students that others like them have been successful in the course” (Motivating Our Students, 2020).
References
Motivating Our Students. Centre for Teaching Excellence. (2020, April 6). https://uwaterloo.ca/centre-for-teaching-excellence/teaching-resources/teaching-tips/teaching-tips-creating-positive-learning-environment/inclusivity-accessibility-and-motivation/motivating-our-students.
March 20, 2021 at 1:40 pm
Hi Aaron,
You have done such an impressive job at applying Keller’s ARCS model to the course you are auditing. I also really like how you have done a detailed analysis of each of the elements of ARCS in a table.
You make some very good suggestions on how the course could be improved. More difficult problems will definitely challenge learners more and keep them engaged, and too easy ones will cause them to lose interest. At the same time it is important that course designers not overwhelm the participants as some might give up. The course designers need to have a clearer idea of who might be taking their course to include more appropriate learning activities, but there is such diversity of learners in a MOOC. I agree that having group members work collaboratively will increase engagement, and that is something that is missing in the course I am auditing as well. There are many digital tools that could be utilized to enable learners to work together online and build connections. Students could thus reduce the physical distance between each other. Keller states that the increased interdependency would also help them to increase the feeling of relevancy and shared purpose (Uzar & Alper, 2019). Likewise, humor is often lacking in a MOOC, and yet it could be easily included in a variety of ways. Putting a smile on someone’s face will surely motivate them to keep going, even when the material becomes a little more difficult. Moreover, relevance is essential to a success of a course. I like your idea of incorporating presentations by those who have successfully applied the skills as learners can envision their success within their own practice.
Thanks for your thoughtful and thorough contribution.
Uzar, H., & Alper, T. K. (2019, July 22). Be motivated and motivate: An interview with John M. Keller. E Learn Magazine. Retrieved from https://elearnmag.acm.org/archive.cfm?aid=3331178
March 20, 2021 at 7:42 pm
Hi Aaron,
I’m sorry I didn’t respond sooner. I really enjoyed your post, and actually went back to edit mine after reading yours again because you gave so many great examples of how you would improve the course with ARCS and motivation in mind. I love the activity idea where collaboration is necessary to solve a problem. Currently inquiry-based activities are top of mind in f2f classrooms that I have been part of, and I love how you consider bringing that to the online classroom in such a relevant way, particularly with the course content itself.
I thought your suggestion of bringing in presenters that are actually using gamification was crucial not only to the relevance of the learning, but in providing real motivation to learn the content and skills. This has been a common theme throughout our course, with most of us requesting exemplars for assignments and finding them useful when provided. As educators, we know what to ask for, and not all students will. This is where that teaching presence comes in handy 🙂
Thanks for your participation this week, and good luck in the upcoming weeks. I always look forward to your point of view and what you have to share.