Learning with identity-based motivation
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Successful learning environments support and harness students’ identity-based motivation:
A primer
Daphna Oyserman and Andrew Dawson
University of Southern California
Invited Theoretical Contribution for Journal of Experimental Education, Special Issue, Learning
and Identity in Virtual Learning Environments
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Abstract
We build on identity-based motivation theory to integrate research on in-person and virtual
learning environments to articulate which features of virtual learning environments are likely to
support or impede learning and identity exploration. Although students experience their identities
as stable anchors for meaning-making and action, they construct what their identities mean in
contexts. How students respond to the difficulties they encounter in their learning environment
depends on whether they see engaging with schoolwork as an identity-congruent “us” or “me”
thing to do. When engagement feels identity-congruent, students interpret the difficulties they
encounter as signs of task importance. This interpretation fosters further engagement. When
engagement does not feel identity-congruent, students interpret their difficulties as meaning that
the task is not for them and disengage. Accessible norms about how learning works further
influence these interpretations. Learning takes time and requires opportunities for active retrieval
and use in novel settings, making learning often feel difficult. Unfortunately, learning
environments often convey that learning should feel easy and happen quickly. Learning
environments conveying learn-through-difficulty norms support difficulty-as-importance
interpretations. In contrast, learn-with-ease norms foster difficulty-as-impossibility
interpretations. We discuss implications for learning, identity exploration, and the design of
learning environments of taking an identity-based motivation perspective.
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Successful learning environments support and harness students’ identity-based motivation:
A primer
Educators hope that their students will be transformed by learning, gaining both a useful
set of content knowledge and a roadmap to a life of purpose and engagement. Students’ hopes
are much the same. They see school success as a possible future identity (Oyserman, 2013;
Oyserman & Fryberg, 2006), expect to go to college (Oyserman & Lewis, 2017), and want to
have lives of meaning and purpose (Bronk, 2011; Bronk, Hill, Lapsley, Talib, & Finch, 2009).
Students and educators are right to have these hopes. Education does matter (for a review,
Ritchie & Tucker-Drob, 2018). It can transform lives. People who have more education are
better off; they are happier, healthier, and more likely to be employed and financially secure
(e.g., Brunello et al., 2016; Conti et al., 2010; Duncan & Murnane, 2011). People who have more
education benefit their communities – they are more likely to vote, run for public office, engage
and invest in their schools (for reviews, Oyserman & Lewis, 2017; Oyserman, 2013). Learning
environments are the paths forward, but they are not always well-designed. Well-designed
learning environments support learning and identity exploration. As we detail in this paper,
poorly designed learning environments do not. Learning environments matter --they affect
whether students access needed courses (Miller-Cotto & Lewis, 2020; Oyserman & Lewis, 2017)
and their feeling of fit between the context of school and their identities (Jury et al., 2017;
Oyserman, Destin & Novin, 2015) and values (Aelenei, Martinot, Sicard, & Darnon, 2020).1
Poorly designed learning environments foreclose identity exploration --students’ sense that their
future paths to a variety of possible school-based identities and careers are open to them.
Complementing family supports and mentors (Baker et al., 2020; Reddy, Rhodes, & Mulhall
2003; Rhodes, 2020).
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In the current paper, we build on identity-based motivation theory (Oyserman, 2007) and
evidence from the metacognition literature to describe how well-designed virtual and in-person
learning environments reduce these risks. To do so, we contrast two stylized kinds of learning
environments: those fostering the idea that learning entails getting the right answer easily and
quickly and those fostering the alternative that learning involves engaging with difficulty. Then
we outline what identity-based motivation theory is and how it applies to creating learning
environments that promote learning and identity exploration.
Learning Environments Frame Students’ Interpretation of What Their Experiences of
Ease and Difficulty Imply
Learning environments, the context in which learning occurs, frame students’ sense of
what ease and difficulty imply. Learning environments can foster the idea that learning should
feel effortless or that difficulty is an inherent part of the experience of learning (Yan, Bjork, &
Bjork, 2016). The first idea is consistent with the literature on “feelings of knowing.” This
literature documents that people use their metacognitive experience of ease while thinking as
evidence of knowledge. That is, that they know or have already learned something (Koriat, 2008)
or that their answer is correct (Ackerman & Thompson, 2017; Thompson et al., 2013). The
second idea is consistent with the literature on “desirable difficulties.” This literature documents
that people are more likely to learn when they use strategies that feel difficult to apply and get
things wrong along the way by failing, making errors, or forgetting as they test themselves (Yan,
Yu, Garcia, & Bjork, 2014).
Ease can signal to people that they have learned or already know something. This idea
rings true because it has ecological validity. Things that we know, have seen, or heard before do
feel more fluent – i.e., easier (Bjork, Dunlosky, Kornell, 2013; Schwarz, 2010). Material
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presented in ways that increase ease can yield better immediate performance (Phillips, 2017;
Soderstrom, & Bjork, 2015; Sungkhasettee, Friedman, & Castel, 2011). This link between
fluency and feelings of knowing is likely why educators often argue that learning should feel fun
and effortless (e.g., Allen, 2106; Iten & Petko, 2016). Unfortunately, various cues, including
cues that are not necessarily signs of learning, can trigger a metacognitive experience of fluency
(Koriat & Bjork, 2006; Schwarz, 2011). Because ease signals already knowing, these extraneous
ease cues can lead people to erroneously believe they already know (or have learned) the
material. Not only can feelings of ease be misleading, but feelings of difficulty can be a signal of
useful, active engagement, a sign that learning is occurring (Yan et al., 2014). Indeed, making
initial learning easy often impairs longer-term retention and use over time and in new situations
(Soderstrom & Bjork, 2015).
The norms supported in learning environments matter --by affecting how students
interpret their experiences of ease and difficulty, they shape what students find motivating and
self-relevant. Learning environments that support a learning-should-be-easy norm undermine
both learning and identity exploration by reinforcing the idea that difficulty signals low odds of
success --of being impossible and hence not worth pursuing. In contrast, learning environments
that support a learning-entails-engaging-with-difficulty norm foster both learning and identity
exploration by signaling that difficulty can signal worth. To make this case, we turn to identitybased motivation theory, a social psychological theory of self-regulation and goal pursuit that
explicitly connects identity and interpretations of metacognitive experience (Oyserman, 2007,
2009a, 2009b).
Identity-Based Motivation
Identity-based motivation theory focuses on the motivational power of the self
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(Oyserman, 2015, Oyserman et al., 2017) 2. Identity-based motivation theory has three core
aspects: dynamic construction, action-readiness, and procedural-readiness. Identity-based
motivation theory provides a framework for understanding the interplay between people's sense
of who they are, their actions, their interpretations of experienced ease and difficulty, and how
learning environments may frame these processes. The idea of dynamic construction can feel
counterintuitive. After all, people experience their identities as stable—they know who they are.
This experience of stability is useful because it allows people to rely on their identities to make
predictions. However, identity-based motivation theory suggests that experienced stability belies
the context-sensitive construction of identities. That is, even though people experience their
identities as stable, as something within themselves to be found or discovered, identities are
better considered as created or constructed in the contexts they inhabit (Oyserman, Elmore, &
Smith, 2012; Oyserman, 2019). Immediate situations and chronic contexts provide cues as to
how people like themselves act, what people like themselves believe and value, and how to
interpret metacognitive experiences of ease and difficulty while thinking about or engaging in
tasks (Oyserman, 2009a; 2009b)3.
That identities are constructed implies that fluency and disfluency are not necessarily
useful cues for identity-relevance and irrelevance. Instead, something that is disfluent (hard to
think about or do) could become a trigger for a to-be-constructed possible future identity.
Difficulty is not an obstacle to identity exploration. Quite the opposite, disfluency opens the
possibility for identity exploration, for considering the possibility that a particular kind of
2
Operationalizing the self as having temporal (past, current, and future), personal (e.g., traits
such as I am persistent), and social (e.g., I am Latina, a student, a girl, an American) aspects.
3
Contexts can be culturally supportive, yielding positive racial-ethnic, class, gender, and other
identities, or undermining, making such identities harder to sustain.
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identity is “for us” or “for me.” When people experience fluency, the experience provides no
impetus to re-examine and explore.
This insight is a useful counterweight to the inference that fluency implies identity
congruency and disfluency implies identity incongruency. People are likely to make these
inferences when they believe that identities are essences that are found and discovered. If
identities are found or discovered, ease might signal that something is a possible future identity,
and difficulty implies the opposite. Having “discovered” their future selves, students can stop
looking, potentially foreclosing identity exploration too soon.
To make this contrast more concrete, consider students working on challenging math
problems. Students who assume that identities are discovered are likely to make three inferences
from their experiences of difficulty. First, that difficulty means impossibility. Second that
possible future identities entailing math are not for them. Third, that math itself is a waste of
their time, not worth their effort. This set of inferences not only forecloses identity exploration
but also reduces engagement with school. These inferences stand in contrast to the likely
inferences drawn by students who experience their identities as created and constructed. They are
likely to infer that difficulty could be a signal of importance and that current difficulty is
uninformative of whether, or not, possible future identities entailing math are interesting. Hard
things could be interesting worth doing; a career entailing math or math-based classes like
chemistry might be worth pursuing. If failing along the way does not mean it is impossible, just
because math is hard does not mean they cannot learn --so investing is worthwhile to work
toward possible future identities requiring math. After all, passing an algebra or calculus gateway
class is not the same as committing to a career in math itself. This set of inferences supports
identity exploration and enhances engagement with school.
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Empirical support
Results from experiments support each of the core assumptions of identity-based
motivation theory (identity construction, identity as shaping, and being shaped by, the meaning
of difficulty and action). For example, Smith and Oyserman (2015) separately varied whether
students considered difficulty a sign of importance or impossibility and whether they considered
the interpretation common or uncommon. They designed their experiments to test the prediction
that the particular memory (difficulty-as-importance, difficulty-as-impossibility) and how it is
understood (relatively common for me, relatively uncommon for me) affects how students
construct their identities and act and to rule out alternative explanations. 4 Students drew on their
autobiographical memories but which memories came to mind differed as a function of
instruction format. Students randomly assigned to the difficulty-as-importance groups read
“experiencing difficulty working on a school task can be thought of as signaling importance, that
what you are working on is worth your effort because it is important to you.” Students randomly
assigned the difficulty-as-impossibility groups read “Experiencing difficulty working on a school
task can be thought of as signaling impossibility, that what you are working on is [not] worth
your effort because it is not for you.” Afterward, students estimated how often they had the
experience. Students were either given a low-frequency response scale or a high-frequency
response scale depending on their randomly assigned group. The response scale served as a
4
To rule out the possibility that people recalled different experiences when shown high- and
low-frequency scales. Students only saw the frequency question and response scale after they
completed the recall task. To rule out the possibility that the response scale itself shaped
students’ ability to report the frequency of occurrence, both high-frequency and low-frequency
response scales were constructed to accommodate any response from 1 to infinite. In the lowfrequency scale, fine-grained options appeared at the lower end of the scale, and the scale ended
at 11 or more. In the high-frequency scale, the first option was ten or less, followed by a series of
fine-grained options, and ending with an option of 30 or more.
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contextual cue. It implied that the experience was, on average, common (high-frequency) or
uncommon (low-frequency) among other students.
Students randomly assigned to the difficulty-as-importance, low-frequency scale group
inferred that they interpreted difficulty as importance more than average --implying to them that
they cared and could do it. These students’ academic identities and academic actions were both
positively affected as predicted. The same was the case for students randomly assigned to the
difficulty-as-impossibility, high-frequency scale group. They inferred that they interpreted
difficulty as impossibility less than average, and hence that they cared and could do it. The
opposite occurred for the students randomly assigned to the other groups. They drew
demotivating inferences about themselves, reported that academics were less central to their
identity, and spent less time on difficult school tasks. Follow-up studies suggest that students
benefit from being guided to make a connection between difficulty and importance. When asked,
students tend to agree that difficulty means importance and disagree with the idea that it means
impossibility (Fisher & Oyserman, 2017). At the same time, whichever interpretation is implied
by the context influences what they do and how they think about themselves (Oyserman, Elmore,
Novin, Fisher, & Smith, 2018). When context does not provide an interpretation, students tend to
respond as if they believed difficulty means impossibility, interpreting their metacognitive
experiences of difficulty as implying that a school task is not for them (Elmore, Oyserman,
Smith, & Novin, 2016; Oyserman, 2015; Oyserman, et al., 2018). To test the effect of context,
the researchers randomly assigned students to one of three contexts (difficulty-as-importance,
difficulty-as-impossibility, control). Those in the difficulty-as-importance context read
statements worded to imply the possibility that difficulty means importance. Those in the
difficulty-as-impossibility group read the same statements –worded to imply the possibility that
Learning with identity-based motivation 10
difficulty means impossibility (those in the control group did not receive a survey). Considering
that difficulty might imply importance mattered. Compared to students in the other two groups,
who did not differ from each other, students in the difficulty-as-importance group scored higher
on a challenging academic task and were more likely to describe academics as a future possible
identity.
Besides cues to shape what difficulty mindsets imply, identity-based motivation
researchers have used other simple cues to document identity construction. In some studies,
researchers randomly assigned students to contexts that presented different visual cues such as
overlapping or non-overlapping circles labeled “current me” and “future me” (Nurra &
Oyserman, 2018). In other studies, researchers randomly assigned students to see graphs that did
or did not organize information in terms of their social identities (Elmore & Oyserman, 2012) or
possible future educational attainments (Destin & Oyserman, 2009). These cues momentarily
affected how much students engaged with schoolwork (Destin & Oyserman, 2009; Nurra &
Oyserman, 2018). They also affected how much students endorsed school-focused possible
identities and strategies (Elmore & Oyserman, 2012) and difficulty-as-importance or difficultyas-impossibility mindsets (Oyserman et al., 2015).
Translation from experiments to educational settings
While experiments only show momentary effects, a 12-session identity-based motivation
intervention showed that effects persist over time (Oyserman, Bybee, & Terry, 2006; Oyserman,
Terry, & Bybee, 2002). The identity-based motivation intervention included activities meant to
bolster students’ sense that school success is a possible future identity, that school is the path to
attaining their adult futures, and that experiencing difficulties along the way is part of learning,
normal, a signal of task importance. Following the intervention, students randomly assigned to
Learning with identity-based motivation 11
the treatment condition had more school-focused possible identities and strategies to attain these
identities than students in the school-as-usual condition (Oyserman et al., 2006). For them, but
not for control group students, having school-focused possible identities was associated with a
positive sense of connection to people with their racial-ethnic heritage. These changes in possible
identities predicted academic trajectories, with increasing school-focused possible identities and
strategies associated with a subsequent reduction in risk of grade retention and course failures.
Treatment effects did not fade, even when students entered high school (Oyserman et al., 2006).
Teachers can deliver this Pathways to Success intervention to their classrooms with fidelity
(Horowitz, Sorensen, Yoder, & Oyserman, 2018) and train others to do so (Oyserman,
O’Donnell, Sorensen, & Wingert, 2020). Quality of implementation matters. Teachers who
implemented Pathways-to-Success with fidelity supported their students’ identity-based
motivation (possible identities, interpretation of difficulty as being about importance, not
impossibility), which reduced academic risk (Oyserman et al., 2020).
A focus on learning environments
Pathways-to-Success involves engaging the whole classroom with group activities and
focuses on creating a classroom norm of behavioral (show up, participate), cognitive (try an
alternative route to understanding, persist), and emotional (school is for you) engagement.
Norms carry emotional, attitudinal, and behavioral implications (Paluck, 2009; Tankard &
Paluck, 2016). Students intuit what is normative by making inferences from features of their
immediate environments. (Cialdini & Goldstein, 2004; Paluck, 2009; Paluck & Shephard, 2012;
Sherif, 1936). These features include both peers and teachers (Roorda, et al., 2011). Thus
students are more likely to learn a norm about behavior norm if teachers attend to that behavior
(Lane, et al., 2019; Ma et al., 2018; Sai et al., 2020). For example, students who overheard
Learning with identity-based motivation 12
teachers commenting to one another positively about a particular behavior were more likely to
subsequently display that behavior (Zhao et al., 2020). The norms implied in a learning
environment can widen or narrow the gap between students’ school-focused aspirations and their
school-focused attainments in several ways. First, norms provide inference tools. If norms imply
that ”we” focus on school, students are more likely to infer that persistence in the face of
difficulty is worthwhile. Otherwise, they should be more likely to infer that quitting and
switching to something else might yield a better path. Second, norms provide implicit answers to
the ”what do we do” and “how do we do it” questions at the heart of the impact of identity-based
motivation.
Unfortunately, American classroom norms often imply that students should succeed with
ease and without much effort (Xu, 2006, 2007). These norms seep into the minds of even the
most school-focused students (Midgley & Urdan, 2001). A succeed-with-ease-and-without-effort
norm undermines students’ school-focused identity-based motivation in several ways. First, if
learning should occur with ease, it should be fast. If so, there is no need to start well in advance
of deadlines. Hence this norm reduces students’ propensity to act in the present and increases
their sense that the future begins later rather than now (Oyserman, 2007). Like the hare in
Aesop’s tale, The Tortoise and The Hare, it leaves students with the impression that they can
wait to get going. Second, believing learning should feel easy sets students up to misinterpret
their own inevitable experiences of difficulty while learning as implying that schoolwork is not
for them. Making it more likely that they will shift their attention elsewhere --triggering a
negative spiral in which students self-handicap (Clarke & MacCann, 2016; Hirt & McCrea,
2009; Jones & Berglas, 1978) and disrupt one another (Duncan & Murnane, 2011; Rowan,
2011). We propose that the negative spiral triggered by succeed-with-ease-and-without-effort
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learning norms can be avoided by focusing on an engage-with-difficulty learning norm.
From an identity-based motivation perspective, learning norms that conflate ease (a
metacognitive experience of fluency) with learning and with identity-relevance undermine
students. In contrast, learning norms that link difficulty (a metacognitive experience of
disfluency) with learning and with identity relevance support students in two ways. First, learnthrough-difficulty norms direct students’ attention toward content and experiences that are
challenging and difficult, unlike learn-with-ease norms that misdirect students’ attention toward
content and experiences that feel easy. Second, learn-through-difficulty norms foster a
productive interpretation of experienced difficulties as a “go” signal (possibly valuable and
important for me), unlike learn-with-ease norms that foster a misinterpretation of experienced
difficulties as a “stop” signal (not for me, a waste of my time). If difficulty signals value and
importance, students are more likely to explore and engage. In contrast, if difficulty signals a low
likelihood of success, then continuing to engage is a waste of time.
In sum, conflating ease with learning implies that the ‘right’ content would feel easy to
learn, hence everything else is irrelevant. In contrast, assuming that learning entails engaging
with difficulty implies that difficult things can still be relevant, important, and valuable. A learnwith-ease norm is congruent with the experience of identity as stable --to-be-found and to-bediscovered. The clue to whether an identity is one’s own is an experience of ease. If learning
feels difficult, the identity is not one’s own, implying that the content is irrelevant and a waste of
time to learn. As a consequence, students in learning environments where this norm is salient are
inclined to learn only the content they perceive as identity-relevant. Contrast this with students in
learning environments with salient learn-through-difficulty norms that imply students have the
task of creating and sustaining their identities by engaging with learning. Learning environments
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that recognize fluency but emphasize the productiveness of difficulty and disfluency scaffold the
idea that difficult, disfluent content can still be important and valuable. Given that diverse
content might later be relevant for identity construction, students in these learning environments
are more likely to find school identity-relevant and worth investment. If our identity-based
motivation predictions are correct, students are most likely to engage with schooling if they learn
not only about their identities (identity exploration) but also with their identity-based motivation.
Virtual Learning Environments (VLEs), Edu-Games, and Simulations
Having articulated our identity-based motivation theoretical framework, we use our
framework to make sense of the possible advantages and disadvantages of virtual learning
environment (VLEs), a particular form of learning environment. We describe what VLEs are and
might be used to bolster learning and identity exploration. Then, we summarize features of VLEs
linked to enhanced learning based on meta-analytic reviews of VLEs and articulate how these
features might affect identity-based motivation.
What are VLEs?
Other than being virtual, VLEs share features with in-person learning environments.
Thus, VLEs can support student agency. They can provide students opportunities to actively
shape their learning and interact with one another. Because they are virtual, VLEs can allow
students to experience contexts and settings that they might not otherwise experience first-hand.
The virtual environment can be represented in text or more immersively (e.g., 3D) and often
includes digital games or simulations (Dillenbourg, Schneider, & Synteta, 2002). Digital games
are activities that have goals, are interactive, and provide feedback about goal progress.
Feedback can be pre-recorded or idiosyncratically based on user responses (Clark, Tanner-Smith,
& Killingsworth, 2016). Serious or edu-games are games that provide experiences that can be
Learning with identity-based motivation 15
used to educate, train, or communicate with an audience using a game-like format (Allen, 2016;
Clark et al., 2016). The hope is that these vivid, immersive experiences provide the scaffolding
on which to build conceptual knowledge. VLEs can stand alone or be part of classroom
activities, though they typically overlap with a physical environment (e.g., a classroom). VLEs
do not require a particular pedagogical method, approach, or technology. As such, they can
scaffold either a learn-with-ease norm that diminishes engagement with schoolwork and
forecloses identity exploration or a learn-through-difficulty norm that enhances both.
That said, as our articulation of identity-based motivation highlights, to make sense of
whether a VLE is likely to have positive impacts on learning, researchers must know which
learning norm their VLE supports. Effective VLEs create the sense that learning the content is or
could become an identity congruent “us” or “me” thing to do. We take up this issue in detail in
the next section.
What are the features of VLEs, and which are associated with learning?
A yet unaddressed question is what learning norms VLEs typically foster and which
features of VLEs support learning. To address these questions, we turn to meta-analytic
summaries. We found several relevant meta-analyses that report on immediate post-test
performance (Clark et al., 2016; Sitzmann, 2011; Wouters et al., 2013). None of the reviews
provides information regarding effects for longer-term recall, integrative learning, or knowledge
retention. However, they provide insight into immediate effects on performance. They suggest
that serious games can improve immediate post-test performance and that their effect sizes are in
the small-to-medium range. For example, declarative and procedural knowledge retention and
self-related beliefs (e.g., self-efficacy, Clark et al., 2016) are higher among students playing
serious games than in the usual instruction group.
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At the same time, moderator analyses suggest that VLEs are not always beneficial
compared to in-person instruction. Fortuitously, these analyses suggest particular features of
learning environments associated with better performance. We term these
features gamification, engagement, connection, and learning supports. We see these features as
relevant to the design of learning environments, whether virtual or in-person. In the next
sections, we operationalize each feature, summarize the finding, and connect it to the identitybased motivation literature.
Gamification
Gamification—providing game-like features, typically in the form of badges or points to
document progress, is common in the design of edu-games. The meta-analytic reviews point to
gamification as the single most helpful feature of edu-game design (Clark et al., 2016; Sitzmann,
2011; Wouters et al., 2013)5. From an identity-based motivation perspective, there are several
reasons why gamification could be helpful. First, engaging and feeling that one is learning are
positive, motivating experiences (Sitzmann, Ely, Brown, & Bauer, 2010). To the extent that
getting badges or points gives students a sense that they are making progress by moving toward a
goal, they are likely to be motivating (Fishbach & Fergeson, 2007).
However, gamification is not always helpful. Thus, it can take the form of a game about
something separate from the to-be-learned content. Similarly, the to-be-learned content may be
extraneous rather than integral to each badge's meaning. In these cases, students may absorb
unintended meta-messages about the content itself -- that it is boring, irrelevant, and about the
game or gamified aspect of the experience --that only that part is interesting. The meta-analytic
results support this distinction. Games and gamification framed as individual competition over
5
As noted by Foster and Shah (2020), gamification is distinct from a game.
Learning with identity-based motivation 17
points or scores undermine student learning (Clark et al., 2016). Perhaps setting up collaborative
or group processes might reduce this undermining effect (Wouters et al., 2013). From an
identity-based motivation perspective, another possibility would be to make sure that the badges
are integral to the to-be-learned content and that students share rather than compete over
engaging with this content. Badges could be obtained for engaging, separate from tests of
knowledge acquisition. From an identity-based motivation perspective, this would solidify the
idea that the content and learning itself are valued possible identities. Attaining badges could
provide a feeling of progress just from engaging. This may provide students motivation to keep
going.
Our identity-based motivation framework suggests that gamification can have positive
effects in several ways. First, badges can create a sense that one is moving forward and making
progress. This may trigger a sense that the future is close, that one has, or could have, the
competencies needed, but that engagement is needed for progress to occur. When people
experience the future as close, they are more likely to take action (Lewis & Oyserman, 2015).
Students are more likely to focus on their possible future identities and take action to attain these
identities when they experience the combination of having or possibly having self-competencies
in a context of uncertain externalities in which success is not a given (Smith, James, Varnum, &
Oyserman, 2014). By providing discrete temporal waypoints, the distance to the future is
attenuated. The future starts now, requiring current action towards goals.
Engagement and connection
Another reason that digital learning may be more effective than in vivo learning is that it
supports students’ engagement and connection to schoolwork. That is, games or gamification
help when they increase student content engagement (Sitzmann, 2011) and connect to classroom
Learning with identity-based motivation 18
instruction (Sitzmann, 2011; Wouters et al., 2013). Indeed, Clark and colleagues (2016) report
positive effects of edu-games only if teachers provide instruction linked to student scores or
progress within the game or gamified environment. They found that games (gamification) were
more effective when teachers provided scaffolding feedback to students—if once students gave
answers and received scores, their teachers worked with them to gain mastery over concepts. The
meta-analyses do not provide process-level information as to why that might be. We use an
identity-based motivation lens to predict why teacher-provided scaffolding feedback is critical
for the effectiveness of edu-games. Edu-games provide experiences and can test immediate
performance. But having an experience and being able to score well in the context of that
experience is beneficial only to the extent that teachers and instruction can build from this
experiential foundation to provide deepening construct knowledge beyond what was
operationalized (and tested) in the game. When teachers scaffold this way, they are teaching.
They are not remediating tutors who assist students in scoring any game points they missed. For
teachers to scaffold successfully, they need to understand the structure of the edu-game.
Moreover, the edu-game itself should not make the content seem trivial compared to the separate
narrative of the game. This content and schoolwork, not the game itself, provide the building
blocks for possible future identities.
The importance of engagement is also highlighted in analyses showing that students in
regular instruction classes had the learning advantage over students in virtual environments when
in-person learning environment actively engaged them in the learning experience (Sitzmann,
2011). Educators consider three dimensions of engagement (Qahri-Saremi & Turel, 2016). These
are behavioral engagement --using the program, coming to class rather than cutting, not
disrupting oneself and others, emotional engagement --liking and feeling part of the school, and
Learning with identity-based motivation 19
cognitive engagement --persistence and willingness to try difficult material. Digital
environments generally focus on liking and use. Behavioral engagement (use) and emotional
engagement (liking) can promote game persistence. But the point is not that students play a
game, get points, and earn badges. The point is that the game teaches them something and that
learning feels identity-congruent, an “us” or “me” thing to do. Using and liking without a
willingness to engage with difficulty is not enough to promote learning (Bjork & Bjork, 2011;
Yan et al., 2016). The implication is that, although not assessed in the meta-analyses, edu-games
that foster learn-through-difficulty norms increase the likelihood that students interpret their
metacognitive experiences of difficulty as an integral feature of the learning process. In contrast,
edu-games that foster a learn-with-ease norm increase the likelihood that students see difficulty
as a signal that things are going badly. That may be because gamification can not only increase
liking and likelihood of use but also make accessible norms of challenge, a “no pain, no gain”
frame that affords students a chance to learn by actively engaging with difficulty.
Learning supports
Regarding learning supports, edu-games that entailed multiple sessions yielded better
results than instruction as usual (single-session edu-games did not, Clark et al., 2016; Wouter et
al., 2013). This finding fits the broader cognitive psychological learning literature that suggests
that deep learning and knowledge retention require multiple chances to engage with the material
(Rawson & Dunlosky, 2011; Roediger & Butler, 2011). At the same time, it is possible that this
finding is an artifact driven by the fact that edu-games are helpful if connected to instruction
rather than separate from it.
However, game designers often focus on other features that distract from learning rather
than support it. These distracting features include transporting students to a different context,
Learning with identity-based motivation 20
creating a vivid, immersive experience, developing a personalized avatar, or creating a firstperson point-of-view. Although the meta-analyses do not delve into why these design features
distract from learning rather than improving it, we can infer why by using an identity-based
motivation lens. We suspect that these features introduce extraneous information and stimuli
without boosting engagement beyond that achieved by gamification. Consider narrative –
defined as having a plot or narrative line. VLEs that tell a story yield (non-significantly) less
learning than those without a narrative. VLEs with less visually rich (schematic) features
supported learning more than edu-games with cartoon-like or realistic visuals (Clark et al., 2016;
Wouter et al., 2013). Those with first-person points-of-view were also not helpful compared to
having no perspective in the game (Clark et al., 2016). Clark and colleagues tested the effect of
narrative in games intended to have recreational value. In these games, students encounter a
fictional story or a set of goals. They receive feedback --in the form of a score, a win,
advancement to a new level, or a narrative resolution. None of these features helped student
learning. Neither did game variety --having to do something different to engage at as the edugame unfolded. Instead, these features only matter to the extent that they induce more
engagement. From an identity-based motivation perspective, when these extraneous features are
successful, students become deeply involved in something that is not relevant to learning. Being
provided these learning-irrelevant features implies to them that they care about or like the game
or gamified features, that the to-be-learned content beyond the game or gamified features must
be boring, irrelevant, and identity-irrelevant, “not for them.” So why were these features put into
games? We assume that these not-found-to-be-useful features are common for two reasons. First,
game designers and educators start with games rather than learning. Second, they fall prey to the
notions that learning should feel easy --or students will quit and schoolwork disguised --or it will
Learning with identity-based motivation 21
feel irrelevant.
An Integration: Leveraging Identity-Based Motivation to Enhance Learning in VLEs
Meaningful learning comes with effort (Kornell & Bjork, 2007; Yan, et al., 2016).
Students who learn things this way can apply what they know in new ways and new settings.
Meaningful teaching involves transmitting knowledge, excitement about learning, and
productive beliefs about learning and oneself as a learner (Alexander, 2018; Yan & Oyserman,
2020). Teachers need to know how to afford their students chances to be active learners and
scaffold student-inquiry back to the core content and issues (Alexander, 2018; Oyserman, 2015).
From an identity-based motivation perspective, students engage more and hence learn more with
a learn-through-difficulty norm. They benefit if features of the environment support a feeling of
movement and progress in ways that make current engagement compelling and emphasize
aspects of the task that make engagement with school feel identity congruent, an “us” or “me”
thing to do.
To do all of this, teachers need to know the content, figure out how to present it in ways
that are relevant to students’ developmental capacity, prior knowledge, and experience, and
scaffolds students’ capacity to develop as active, life-long learners. Active student engagement
increases students’ confidence in learning and their actual learning in contexts in which teachers
are experts in how to transmit and scaffold learning. Otherwise, active student engagement may
scaffold confidence but not actual learning. Being able to judge whether one knows or has
learned the material is not a simple task. It is especially tricky for students who are not yet
proficient. These students are often unaware of what proficient would look like and hence often
overestimate how much they know and how well they have done on tests, a conundrum termed
“unskilled and unaware” (Feld et al., 2017; Kruger & Dunning, 1999). Students who are not yet
Learning with identity-based motivation 22
proficient often confuse the grades they want to attain with the ones they likely will attain given
their current efforts (Serra & DeMarree, 2016) and proficiency (Feld et al., 2017; Zell & Krizan,
2014). Because they overestimate their expertise, these students are likely to feel confident and
hence may experience negative feedback as unfair, resulting in anger rather than corrective
action (Feld et al., 2017; Kruger & Dunning, 1999).
The likelihood that students will overestimate their proficiency and respond to negative
feedback with anger or retreat is magnified in environments that foster learn-with-ease norms.
Students in these environments are unlikely to assume that learning requires effort and indeed
may assume the reverse, that difficulty implies impossibility. As a result, they spend too little
time on difficult problems (Ehrlinger et al., 2016). Moreover, because they infer that success is
impossible for them if a task feels difficult to think about or do, they are unlikely to engage with
difficulty or use desirably difficult learning strategies. Over time, this can accumulate up to a
feeling that being in school itself is identity-incongruent (“not for me,” “not for us”). That is,
students can be misled by the sense they make of their metacognitive experiences of difficulty.
Teachers may be unable to help them for two reasons. First, they may not consider the identitybased motivational implications of the interpretations that students make. Second, they may fall
prey to the same interpretations themselves.
Our review of VLEs and edu-games suggests that they can scaffold engagement with
difficult learning. By applying identity-based motivation theory to what meta-analytic results
suggest, we inferred that successful VLEs and edu-games can be successful when they structure
an engage-with-difficulty or difficulty-as-importance mindset and a sense of imminence, that
now is the time to get going and that school is the path to their future selves. This insight is
important because, as noted by Alexander (2018), it is simply not the case that each and
Learning with identity-based motivation 23
everything a student does in school is somehow relevant to their current or future self. Instead,
students need to have a general sense that school is the path forward, and therefore relevant.
Conclusions
Educators should care about virtual learning environments and edu-games for several
reasons. First, being in a digital space is common for students. Almost all (92%) adolescents
currently go online daily and nearly three in four (72%) play games, regardless of their
socioeconomic status, age, race, or gender (Lenhart, 2016).6 Second, there are times when
distance learning is necessary and understanding which features of VLEs improve learning is
critical. Third, VLEs and edu-games can partner with face-to-face instruction to improve
learning by framing difficulty as a signal of importance, thus increasing student connection and
engagement with learning, and making school identity-congruent and relevant.
Taken together, the literature to date suggests that edu-games and VLEs hold the promise
of a more immersive, tailored-to-students experience, and opportunities for discovery. Work-todate suggests that when VLEs work, they increase engagement and connection with schoolwork
and are linked to teacher-scaffolded continued learning. When students engage with VLEs and
edu-games, they can learn about their possible future identities and with their identity-based
motivation. This is more likely when the VLE learning norm does not conflate ease with learning
but instead links learning and engaging with difficulty. That is, VLEs and edu-games can be set
up in ways that help students discover things about themselves -- who they might become, and
about what their experiences of difficulty imply. For example, they may discover that becoming
an expert in a STEM topic or academic discipline could be a possible future identity. Taking an
Though socioeconomic factors affect home access to broadband (Anderson, 2019; Tsetsi &
Rains, 2017).
6
Learning with identity-based motivation 24
identity-based motivation lens suggests that exploring a particular identity is not enough in and
of itself to increase academic engagement. Indeed, whether identity exploration leads to
academic engagement is an open question (e.g., Alexander, 2018). However, as we have shown,
VLEs and edu-games can leverage identity-based motivation to increase the experienced
identity-relevance of school, boost engagement, and hence, learning. We focused on the
processes by which VLEs can create learn-through-difficulty norms that facilitate these
processes. In doing so, we hope to highlight ways in which education can fulfill its promise of
providing students an ever-expanding toolkit packed with content knowledge and productive
interpretations of their meta-cognitive experiences of ease and difficulty while thinking.
When done well, VLEs create a space that promotes learning and transfer of learning to
contexts outside of the game space. For this learning to happen, the activities, the organization of
these activities, and the learning norms fostered in the virtual environment need to support
identity-based engagement and productive interpretation of difficulty. Each of these factors
matters whether the virtual learning environment entails learning about a subject (e.g., geology)
or one’s future self (e.g., a virtual version of Pathways-to-Success).
Learning with identity-based motivation 25
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