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Promoting Grit, Tenacity, and Perseverance - U.S. Department of ...

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Draft<br />

• Timescale. Goals can be relatively short-term, such as solving a difficult math problem;<br />

medium-term, such as studying for a test or completing a complicated inquiry-science<br />

project; or long-term, such as graduating from high school <strong>and</strong> being ready for college.<br />

• Complexity. Independent <strong>of</strong> timescale, goals can have lesser or greater complexity.<br />

Becoming the National Spelling Bee champion <strong>and</strong> completing all <strong>of</strong> the educational<br />

milestones to become a STEM pr<strong>of</strong>essional are both l<strong>of</strong>ty long-term goals; however, the<br />

latter will likely require a more complex sequence <strong>of</strong> actions over time.<br />

• Academic content domain or setting. If the goals are content-focused, they can differ<br />

depending on whether they are within math, science, language arts, an extracurricular<br />

activity, or some other content domain. For example, achieving deep underst<strong>and</strong>ing <strong>of</strong> the<br />

concepts <strong>of</strong> calculus requires different actions <strong>and</strong> supports than learning to shape the<br />

rhetoric <strong>of</strong> essays.<br />

• Nature <strong>of</strong> the reward <strong>and</strong> students’ valuing <strong>of</strong> attaining the goal. Goals can be motivated<br />

by intrinsic interests, extrinsic pressures for performance, <strong>and</strong>/or fear <strong>of</strong> failure. The same<br />

goal can be valued quite differently depending on the student. For example, for many<br />

students, getting into college is <strong>of</strong> extremely high value; it is less so for many students.<br />

While there is a vast range <strong>of</strong> types <strong>of</strong> goals that students can take on, across many different<br />

research literatures, a common theme is that students are more likely to persevere in a productive<br />

manner when, to the student, the goals are worthy <strong>of</strong> perseverance.<br />

Optimal challenge. One important principle is that students find goals “worthy” <strong>of</strong> pursuit when<br />

they are “optimally challenging”—they require some perseverance to succeed, but not so much<br />

so that they seem overwhelming or impossible. Many <strong>of</strong> the education experts we interviewed, as<br />

well as psychologists, game designers, sports experts, <strong>and</strong> others who deal with pushing people<br />

to do their best, discuss an optimal zone in which students can be motivated to engage in<br />

challenges that facilitate growth, with neither boredom nor anxiety. Csikszentmihalyi, in his<br />

1990 book, Flow: The Psychology <strong>of</strong> Optimal Experience, explores optimal challenge, starting<br />

with the basic premise dating back to Aristotle that, more than anything else, people are driven to<br />

seek happiness. Based on a variety <strong>of</strong> empirical case studies, field studies, laboratory<br />

experiments, <strong>and</strong> historical analyses, he lays out a theory <strong>of</strong> “flow,” the enjoyable <strong>and</strong> singleminded<br />

state <strong>of</strong> involvement with a task such that nothing else matters. Flow is a state that is so<br />

enjoyable that people will seek out <strong>and</strong> persist at tasks that evoke it for the sheer sake <strong>of</strong> doing it.<br />

Across a wide range <strong>of</strong> settings, he found some basic characteristics <strong>of</strong> tasks that tend to evoke<br />

flow. Exhibit 5 illustrates a set <strong>of</strong> principles for underst<strong>and</strong>ing such tasks. On the x-axis is the<br />

level <strong>of</strong> an individual’s skills, <strong>and</strong> on the y-axis is the degree <strong>of</strong> challenge <strong>of</strong> an activity. When<br />

the individual has skills that exceed the challenge <strong>of</strong> the activity (i.e., shown in the lower right<br />

h<strong>and</strong> quadrant), she or he would be bored. When the activity is challenging in a way that exceeds<br />

the individual’s skills (i.e., shown in the upper left h<strong>and</strong> quadrant), he or she would experience<br />

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