Eskreis-Winkler, Lauren; Fishbach, Ayelet: Not Learning From Failure—the Greatest Failure of All. Psychological science, 30 (12), S. 1733–1744, 2019, ISSN: 1467-9280. (Typ: Artikel | Abstract | Links | BibTeX | Schlagwörter: ego threat, failure, feedback, Learning, motivation, O, open data, open materials, preregistered) Copyright Besprochen in Bldg-Alt-Entf #22 @article{Eskreis-Winkler2019, title = {Not Learning From Failure—the Greatest Failure of All}, author = {Lauren Eskreis-Winkler and Ayelet Fishbach}, url = {https://doi.org/10.1177/0956797619881133}, doi = {10.1177/0956797619881133}, issn = {1467-9280}, year = {2019}, date = {2019-11-08}, urldate = {2019-12-18}, journal = {Psychological science}, volume = {30}, number = {12}, pages = {1733–1744}, abstract = {Our society celebrates failure as a teachable moment. Yet in five studies (total N = 1,674), failure did the opposite: It undermined learning. Across studies, participants answered binary-choice questions, following which they were told they answered correctly (success feedback) or incorrectly (failure feedback). Both types of feedback conveyed the correct answer, because there were only two answer choices. However, on a follow-up test, participants learned less from failure feedback than from success feedback. This effect was replicated across professional, linguistic, and social domains—even when learning from failure was less cognitively taxing than learning from success and even when learning was incentivized. Participants who received failure feedback also remembered fewer of their answer choices. Why does failure undermine learning? Failure is ego threatening, which causes people to tune out. Participants learned less from personal failure than from personal success, yet they learned just as much from other people’s failure as from others’ success. Thus, when ego concerns are muted, people tune in and learn from failure.}, keywords = {ego threat, failure, feedback, Learning, motivation, O, open data, open materials, preregistered}, pubstate = {published}, tppubtype = {article} } Our society celebrates failure as a teachable moment. Yet in five studies (total N = 1,674), failure did the opposite: It undermined learning. Across studies, participants answered binary-choice questions, following which they were told they answered correctly (success feedback) or incorrectly (failure feedback). Both types of feedback conveyed the correct answer, because there were only two answer choices. However, on a follow-up test, participants learned less from failure feedback than from success feedback. This effect was replicated across professional, linguistic, and social domains—even when learning from failure was less cognitively taxing than learning from success and even when learning was incentivized. Participants who received failure feedback also remembered fewer of their answer choices. Why does failure undermine learning? Failure is ego threatening, which causes people to tune out. Participants learned less from personal failure than from personal success, yet they learned just as much from other people’s failure as from others’ success. Thus, when ego concerns are muted, people tune in and learn from failure. |
Bicen, Huseyin; Kocakoyun, Senay: Perceptions of Students for Gamification Approach: Kahoot as a Case Study. International Journal of Emerging Technologies in Learning (iJET), 13 (2), 2018, ISSN: 1863-0383. (Typ: Artikel | Abstract | Links | BibTeX | Schlagwörter: achievement, competition, gamification, motivation, O, students) CC BY 3.0 Besprochen in Bldg-Alt-Entf #3 @article{Bicen2018, title = {Perceptions of Students for Gamification Approach: Kahoot as a Case Study}, author = {Huseyin Bicen and Senay Kocakoyun}, url = {http://online-journals.org/index.php/i-jet/article/view/7467 http://dx.doi.org/10.3991/ijet.v13i02.7467}, doi = {10.3991/ijet.v13i02.7467}, issn = {1863-0383}, year = {2018}, date = {2018-02-27}, urldate = {2018-05-16}, journal = {International Journal of Emerging Technologies in Learning (iJET)}, volume = {13}, number = {2}, publisher = {kassel university press GmbH}, abstract = {A novel learning experience that increases student motivation can be created in a learning environment that includes a gamification approach to assess competence. Student views on gamification were surveyed to determine the best application of this method, the environment necessary for its use, and the manner by which the application should proceed. The effect of a gamification approach on student achievement through intra-class competition was assessed using quantitative and qualitative methods. In this study, the Kahoot application was the preferred gamification method used. Participating students included 65 undergraduate students studying at the Department of Preschool Teaching. The findings showed that inclusion of a gamification method increased the interest of students in the class, and increased student ambitions for success. This method was also found to have a positive impact on student motivation. Furthermore, the results of this study indicate that the Kahoot application can be used effectively for gamification of lessons. In conclusion, the gamification method has an impact on students that renders them more ambitious and motivated to study.}, keywords = {achievement, competition, gamification, motivation, O, students}, pubstate = {published}, tppubtype = {article} } A novel learning experience that increases student motivation can be created in a learning environment that includes a gamification approach to assess competence. Student views on gamification were surveyed to determine the best application of this method, the environment necessary for its use, and the manner by which the application should proceed. The effect of a gamification approach on student achievement through intra-class competition was assessed using quantitative and qualitative methods. In this study, the Kahoot application was the preferred gamification method used. Participating students included 65 undergraduate students studying at the Department of Preschool Teaching. The findings showed that inclusion of a gamification method increased the interest of students in the class, and increased student ambitions for success. This method was also found to have a positive impact on student motivation. Furthermore, the results of this study indicate that the Kahoot application can be used effectively for gamification of lessons. In conclusion, the gamification method has an impact on students that renders them more ambitious and motivated to study. |
Not Learning From Failure—the Greatest Failure of All. Psychological science, 30 (12), S. 1733–1744, 2019, ISSN: 1467-9280. Copyright Besprochen in Bldg-Alt-Entf #22 | :
Perceptions of Students for Gamification Approach: Kahoot as a Case Study. International Journal of Emerging Technologies in Learning (iJET), 13 (2), 2018, ISSN: 1863-0383. CC BY 3.0 Besprochen in Bldg-Alt-Entf #3 | :