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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.