A self-generated desire to do the right thing is the most effective way to have people act in ways that are best for them and those around them, and gamification is a powerful tool to make this type of motivation occur. The first step is to create a game, which includes rewards using a regular, important task. Taking chores, for example, you would have to create an incentive structure that rewards children for doing well but does not punish them for forgetting or not doing them in significant way. The lack of punishment is important because, for this to work, they can’t relate the game with ever being something that makes their life worse or more difficult. At first, the rewards have to be large enough that they enjoy the tasks and do them wholeheartedly. Classic conditioning, as first studying by Pavlov and dogs, has since been expanded to prove true in humans as well. Over time, the rewards can be diminished , and if the positive associations were properly formed, the children should still comply if the importance of the tasks are properly explained to them. This combination of diminished reward and an understanding of why these tasks have to be done, in most cases, will be enough to encourage to still comply. Individuals are much more likely to believe positive assessments of the worth of objects, people or tasks when they themselves have a personal, positive view of them. The consistency between their own opinion and hearing the same one shared by an adult is a powerful tool.
Afterwards, the rewards can be slowly phased out completely. According to research in social psychology, their now internalized belief of the importance of these tasks will be enough to make them want to do them regardless. Due to not disliking them, and maybe even finding them enjoyable or cathartic, tasks like making the bed or folding laundry don’t have to feel like labour intensive chores, but rather important and positive contributions that the children themselves don’t mind doing. The key here is that gamification is the root for how this process can work. Individuals are much more likely to comply with games, even if they are not particularly fun, when rewards are involved. In order to minimize personal discomfort, the mind will create positive associations that will actually make these acts more enjoyable to incentivize an individual to do them. This convergence of reward and task is facilitated by our belief in and love of games, and should be much more broadly practiced.
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