I was referring to the game design definition of intrinsic and extrinsic rewards. You're right that it basically comes down to a "practical" reward and an abstract one.Noelveiga said:"Intrinsic" and "extrinsic" only means the reward is internalized by the individual or provided from the outside. True, badges are extrinsic, in that they are a recognition of an achievement, but so is an scholarship. The difference between the badge and the scholarship is that the badge is abstract and the scholarship is a practical reward. The badge only holds a consensual meaning: it's only important if it's recognized as being important in the environment, be it a game or society. The motivation they generate is not based on a real world item (candy, money) but on a, now properly used, intrinsic desire to have your accomplishments recorded and recognized by other people.IvoryTowerGamer said:Badges are extrinsic rewards as well.Noelveiga said:I think that's the wrong approach, actually. The extrinsic reward is not the point. It is not even what is causing the modified behaviour.
First, I'd argue that without the candy, the system would have worked pretty much just as well. As long as it is game-like, children will engage more than with the negative threat of a punishment. This is not new, teachers have been using it forever. Boy Scouts invented Achievements ages ago, they called them badges. It seems to have worked for them to put a gaming structure over reality.
Once you embrace that it's the structure, not the reward, which is engaging, that changes everything. You move on from providing a way to reach the reward that generates learning as a by-product through friction with the system and into designing a system that helps in obtaining the long term reward in an engaging way. And the best part? You don't have to lie about it. You can present it as what it is: a way to make the learning easier and more interesting.
That, not the other thing, is gamification. And on that, creativity is as much of an element as behaviourism.
A reward that is truly intrinsic is something that helps you progress further towards your ultimate goal. In game design terms, a high level item would be an intrinsic reward whereas an achievement wouldn't (unless it gave you a bonus perk). In education, a scholarship would be an intrinsic reward.
I agree with you that structure is just as important as the reward, but without meaningful rewards students (and players) quickly lose interest. Different situations make different types of rewards more meaningful, which is why most games nowadays include both intrinsic and extrinsic rewards. The most effective education systems seem to realize this, too.
In education those terms get very mixed up, really, often misused to mean "long term rewards" versus "short term rewards". What I was saying there was that short term rewards don't necessarily get in the way of the long term reward as an ultimate goal, they just make the process of getting there more enjoyable for the subject. In a game structure used to reach a long term goal the original and ultimate desire to obtain the goal still needs to come from the subject, but the sense of engagement in the process is provided through the game.
That means that the reward can still be an abstract, long term goal: "Get a good grade!" "Become a doctor" "Become a wise, literate, productive adult" without requiring the kid to hold his interest for a long, long period based only on a purely intrinsic motivation to reach the goal to reap its benefits. By providing the satisfaction of abstract rewards in a game structure you are actually able to remove a lot of the need for practical extrinsic rewards, keep the kids' eyes on the ultimate real-world benefit and make it less of a chore to get there without having to trick them with, you know, candy.
You're also right that with education these terms are a bit more vague. Teachers usually refer to motivation rather than rewards. In that regard, an achievement might be both intrinsic and extrinsic. Some students might want an achievement because it shows that they have mastered a subject, whereas other students might just want it for bragging rights or as sort of a "collect them all" mindset.
Anyway, my issue with solely limiting yourself to abstract rewards is that they aren't valuable rewards to everyone. Achievements, badges and points are only effective if they are desirable. To some people, those types of rewards are actually a "badge of nerdiness" and as such they become a punishment of sorts. This isn't just true of education. Even in games some people are extremely put off by achievements, and they make fun of those who brag about their gamerscore.
Having said all that, I do agree with you that more attention should be spent on structure.
My ultimate goal is always to show my students the inherent value in what they are learning. Sometimes this means rewarding them with a totally externalized reward such as candy, simply because it will enable me to make more progress with them later on.