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INTRINSICALLY MOTIVATING
INSTRUCTION (MALONE)
Summary: Intrinsically motivating instruction takes place in computer
gaming software when it provides players with choice around three key
categories: challenge, curiosity, and fantasy.
Originators and Key Contributors: Thomas W. Malone
Keywords: challenge, choice, computer games, curiosity, fantasy, intrinsic
motivation
Intrinsically Motivating Instruction
In trying to understand what made computer-based learning environments
(CBLEs) fun and engaging, Dr. Thomas W. Malone studied computer games.
In doing so, Malone developed a theory of intrinsically motivating instruction.
The three categories which comprise his theory are challenge, fantasy, and
curiosity.
Challenge: Each challenge must have a series of goals, which can be
personally meaningful to the player and/or may be generated by the game to
keep the player engaged. The game provides the player feedback on
progress toward the goal throughout the game play. Because the computer
games outcome is uncertain, this keeps the player engaged and motivated.

When a player is challenged and succeeds through the struggle, a players


self-esteem can increase, as long as the computer games feedback is
constructive and supports learning. An optimal challenge should be neither
too difficult nor too easy.
Fantasy: Malone defines fantasy as the mental images the players create
based on interacting with the environment. The most effective fantasies in
computer games are those which are more fully integrated with the content
to be learned (intrinsic). Incorporating intrinsic fantasies creates more
engagement, which increases memory of the material, because they may
satisfy players emotional needs and help them learn skills within a
meaningful context. (An example that Malone describes is an Adventure
game where players practice reading maps, writing instructions, and feeling
excited, puzzled, and triumphant as they proceed through it.)
[sociallocker]Curiosity: Two types of curiosity are important to successful
computer game creationsensory and cognitive. Sensory curiosity is
activated by the aesthetics of the game (its look, sounds, feedback,
authentic creation of a world or event). Cognitive curiosity is activated by
presenting opportunities for the player to better their knowledge.
[/sociallocker]
When a computer game is designed based on this framework, players are
more motivated to play and learn.

Learn more about Malones theory at:

Malone, T. W. (1981). Toward a theory of intrinsically motivating


instruction. Cognitive Science, 5(4), 333-369.

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