Eight Factors that Increase Intrinsic Motivation in the Classroom



“I don’t think there’s a kid in America, or anywhere in the world, who gets out of bed in the morning wondering what they can do to raise their state’s reading standards.  They get out of bed, if they’re motivated, by their own interests and their own development.”
(TED: How to escape education’s death valley; Sir Ken Robinson)



If we want to be one of those teachers who are highly motivational, who encourage students to do well and succeed, we need to find out what makes our students tick, when we find it,  we need to create lessons based on those motivators. 

There are a few ways to look at the topic of motivation.

One is intrinsic motivation: Autonomy, Mastery and Purpose- Daniel Pink



Factor 1:

Autonomy: “The urge to direct our own lives”. – Daniel Pink

Using the element of autonomy we can make students feel in control of the learning process and elevate their motivation to learn. We can start by allowing students to choose some of these aspects: the due dates of a big project, the place of work (in class/ in the hallway/ outdoors) , their partners (working individually/ in pairs/in groups) , the learning resources (finding an expert/online articles/asking and interviewing peers) , the type of outcome and how it would be presented (a show/ a speech/ info graphics/a Power Point/ an animated video...), the digital tools and you can have them choose how they want to apply their new knowledge; you can read more about choice boards and learning menus here.

Have students create their own games, any games they like, that help them review the material. Give them supporting materials and ask them to collaborate to create those games. Then, create a lesson where they team up and play each other's games. 






Factor 2:

Mastery: “The desire to get better and better at something that matters” Daniel Pink

Students can become experts on various topics, sometimes more than their teachers. In the information age, anyone can be an expert on something. We need to provide our students with the space to become experts. Sometimes students know a lot about a specific tech tool, why not let those students teach the whole class? Or even teach the teachers in the school? We can try all sorts of things to make them master a certain skill and demonstrate it.  (Matt MIiller).

You can use Flipgrid’s new feature of “screen recording” and have students teach their peers something new. This will make them proud of what they know and will give them the opportunity to "show off" their skills, read more about it in Hebrew here.  

Factor 3:
Purpose – Take students beyond the classroom by setting goals that are bigger than the actual lesson.

When learning has a purpose, it takes a whole new lead. If students see why what they are learning can benefit them in the long run, why it matches their own personal goals, then they will have more interest in learning it.
For example: If students set goals for themselves (on a vision board for example), saying they, someday, would like to live abroad, in New York or in London, then you can show them how learning English can help them achieve these goals.

What is a vision board?
 A vision board is a collection of images and words that represent the things you want in life- the things you want to do, the things you want to learn, the things you want to be. (Kasey Bell).
Here are two vision boards from my 6th grade class. I asked them to create them at the beginning of the year:






I have them create this at home and present so I can show them how LEARNING ENGLISH can help them in achieving their own personal goals. Setting goals gives them a sense of purpose in my lessons.

Making a difference

Websites like “Freerice.com ” : 

Students answer questions on a number of subjects, every correct answer earns rice for hungry people around the world.

If students want to do something “greater than themselves” that is related to issues outside the classroom, you should engage in a design thinking project and help the community, for example: They can teach other children English, help save the environment or raise awareness on problems in the city. Some of these projects can be Design for Change projects.  

See how fifth graders in India, engaged in a project from start to end and made a real difference in their community: (I think they also created this video): 




These type of projects empower students and make a real difference in the community, you can see what teachers and students did around the world on the Design for Change youtube channel here. 

You can also contact design for change Israel on their website: https://www.dfc.org.il/ or just start your own community design project. 


The 5 C’s

Another way to look at motivation is with the 5 C’s: Choices, Challenge, Curiosity, Cooperation and Competition. (Brian Housand and Angela Housand).

Factor 4: Choices

Giving students choices in learning.
This is very similar to “Autonomy”. Use learning menus/choice boards or anything that leaves enough room for choice.

With learning menus students feel that they have more
voice and choice in their learning


Distance Learning and Tech
Use Flipgrid and have students choose what to record, where to record, with who ...and which filters and stickers to use.

Read about filters and stickers on Flipgrid here. 

You can also use Flipgrid for Peer teaching and learning and leave even more room for choice and mastery by having students choose what they want to teach their peers. See a separate post about it on here. 

Factor 5: Challenge

Students are motivated when they are appropriately challenged. We need to create lessons that are “sufficiently challenging” (not to easy, not too hard) and then they will stay in the state of “flow”, lose track of time and when the bell rings you hear “Wow, class is over already”? (Matt Miller).

This is the same strategy that makes students addicted to video games.

It starts with a very easy level, and progresses according to the player’s ability and pace.
Take a look at the video game called: “Plants VS Zombies”, see how it starts with a very "easy" level, with specific instructions, telling the player what to do, making it easy to pass the first level, then gradually the game becomes harder and more challenging. 

See the first two levels here:




What can we take from video games? When we want students to be engaged, we want to start with something easy and straightforward, this will elevate their sense of mastery and achievement and push them to move forward and continue slowly towards things that are more and more challenging but remember, don't take a big step, students need to be challenged just enough, not too much. 

Factor 6: Curiosity
According to Brian Housand, when we become curios about something, we react- we do something about it. Then we find resolution in the process, leading to more curiosity.

The classroom is a great place to spark curiosity we can use: storytelling, suspense and interesting topics to arouse students’ curiosity.

One of the things I like using at the beginning of class is an interesting picture, one that students look at and think: what is it? what's behind the picture? or what does the picture mean?

Try googling: "Guinness records" on Google Images to find interesting images. Project the picture on the smartboard at the beginning of class. Then, once students express to you that they are very curios about the picture, open a text/ an article/ a blog and read about it together. 

Another idea to use "curiosity" to elevate motivation:  

Have students engage in “Wonder Day”, a day that is dedicated to researching the answers to questions that students are curios about. Watch a video about it by John Spencer:



Factor 7: Cooperation
Energy develops when students work together with others who have like abilities and interests.




We can use Quizlet.live in class or on Synchronous lessons – Students get to collaborate on Zoom and get a sense of "team-pride".

Students can work on shared google slides/ Padlet and create advertisements or stories together.

Students can work together in breakout rooms to create a made up country/ toy/ alien/ planet... and present to the others when they are done. 

Factor 8: Competition

A friendly competition promotes engagement and drive.

Games like Quizlet Live or Flippity quiz show, can help promote a friendly competition and review important concepts. 

Quizlet Live a competitive game in teams
Students find answers together

Flippity Quiz Show- A game to be played in groups
that encourages collaboration


If we want to find new ways to encourage students in the classroom or in distance learning, we need to think of ways to integrate those elements in our teaching.

To read more, join my Facebook page here. 


Hili

 Tags: motivation, distance learning, English, technology, PBL. 







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