Brain Points: A Deeper Look at a Growth Mindset Incentive Structure for an Educational Game

Student retention is a central challenge in systems for learning at scale. It has been argued that educational video games could improve student retention by providing engaging experiences and informing the design of other online learning environments. However, educational games are not uniformly effective. Our recent research shows that player retention can be increased by using a brain points incentive structure that rewards behaviors associated with growth mindset, or the belief that intelligence can grow. In this paper, we expand on our prior work by providing new insights into how growth mindset behaviors can be effectively promoted in the educational game Refraction. We present results from an online study of 25,000 children who were exposed to five different versions of the brain points intervention. We find that growth mindset animations cause a large number of players to quit, while brain points encourage persistence. Most importantly, we find that awarding brain points randomly is ineffective; the incentive structure is successful specifically because it rewards desirable growth mindset behaviors. These findings have important implications that can support the future generalization of the brain points intervention to new educational contexts.

[1]  Katrina E. Ricci,et al.  Do Computer-Based Games Facilitate Knowledge Acquisition and Retention? , 1996 .

[2]  C. Dweck,et al.  Praise for intelligence can undermine children's motivation and performance. , 1998, Journal of personality and social psychology.

[3]  Gail D. Heyman,et al.  Children's thinking about traits: implications for judgments of the self and others. , 1998, Child development.

[4]  C. Dweck,et al.  Person versus process praise and criticism: implications for contingent self-worth and coping. , 1999 .

[5]  Carrie B. Fried,et al.  Reducing the Effects of Stereotype Threat on African American College Students by Shaping Theories of Intelligence , 2002 .

[6]  Joshua Aronson,et al.  Improving adolescents' standardized test performance: An intervention to reduce the effects of stereotype threat , 2003 .

[7]  Elliot Soloway,et al.  More than just fun and games: assessing the value of educational video games in the classroom , 2004, CHI EA '04.

[8]  H. O'Neil,et al.  Classification of learning outcomes: evidence from the computer games literature , 2005 .

[9]  S. Wilson What Video Games Have to Teach Us about Learning and Literacy , 2006 .

[10]  Lisa S. Blackwell,et al.  Implicit theories of intelligence predict achievement across an adolescent transition: a longitudinal study and an intervention. , 2007, Child development.

[11]  M. Mayo Video Games: A Route to Large-Scale STEM Education? , 2009, Science.

[12]  Ben Kirman,et al.  Practical, appropriate, empirically-validated guidelines for designing educational games , 2011, CHI.

[13]  The interplay of chance and skill : Exploiting a common game mechanic to enhance learning and persistence , 2012 .

[14]  Yun-En Liu,et al.  The impact of tutorials on games of varying complexity , 2012, CHI.

[15]  John W. Rice,et al.  The Gamification of Learning and Instruction: Game-Based Methods and Strategies for Training and Education , 2012, Int. J. Gaming Comput. Mediat. Simulations.

[16]  Connie Malamed,et al.  Book Review: 'The Gamification of Learning and Instruction: Game-Based Methods and Strategies For Training And Education' by Karl Kapp , 2012, ELERN.

[17]  M. Fardo KAPP, Karl M. The gamification of learning and instruction: game-based methods and strategies for training and education. San Francisco: Pfeiffer, 2012. , 2013 .

[18]  Vincent Aleven,et al.  In search of learning: facilitating data analysis in educational games , 2013, CHI.

[19]  Philip J. Guo,et al.  How video production affects student engagement: an empirical study of MOOC videos , 2014, L@S.

[20]  Eleanor O'Rourke,et al.  Brain points: a growth mindset incentive structure boosts persistence in an educational game , 2014, CHI.

[21]  Daniel M. Russell,et al.  Student skill and goal achievement in the mapping with google MOOC , 2014, L@S.

[22]  Martin Ebner,et al.  MOOCs Completion Rates and Possible Methods to Improve Retention - A Literature Review , 2014 .

[23]  Sherif Halawa,et al.  Attrition and Achievement Gaps in Online Learning , 2015, L@S.

[24]  Joseph Jay Williams,et al.  A Playful Game Changer: Fostering Student Retention in Online Education with Social Gamification , 2015, L@S.

[25]  Zoran Popovic,et al.  Demographic Differences in a Growth Mindset Incentive Structure for Educational Games , 2015, L@S.

[26]  C. Dweck,et al.  Mind-Set Interventions Are a Scalable Treatment for Academic Underachievement , 2015, Psychological science.

[27]  René F. Kizilcec,et al.  Motivation as a Lens to Understand Online Learners , 2015, ACM Trans. Comput. Hum. Interact..