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Should kids earn screen time for learning? What motivation research says

Updated 8 min readBy the DadSchool team

Short answer: rewards can help children do practice they would not choose on their own, but how you reward matters more than whether you do. Expected, tangible rewards for activities a child already enjoys tend to reduce their interest. Rewards tied to real accomplishment, paired with honest praise, are much safer, and they work best for the dull-but-necessary parts of learning.

Do rewards undermine intrinsic motivation?

Sometimes. The most cited evidence is a 1999 meta-analysis of 128 experiments (Deci, Koestner & Ryan, Psychological Bulletin). It found:

Kind of rewardEffect on later free-choice interest
Expected, tangible, for just doing an interesting taskReduced interest
Expected, tangible, for completing or doing wellReduced interest, though less consistently
Unexpected tangible rewardsNo reliable harm
Verbal praise and positive feedbackIncreased interest

The classic example is a 1973 study in which preschoolers who loved drawing with markers were promised a "Good Player" certificate for drawing. Later, they chose to draw less in free time than children who were not promised anything (Lepper, Greene & Nisbett, 1973).

Two words in those findings matter a lot: interesting and expected. The undermining effect is about tasks the child already finds fun. Practising times tables or spelling lists is, for most children, not that kind of task.

What about points, badges and levels?

A 2020 meta-analysis of gamified learning found small-to-moderate positive effects: g = 0.49 on learning outcomes, 0.36 on motivation and 0.25 on behaviour (Sailer & Homner, Educational Psychology Review). Only the learning effect held up in the most rigorous studies.

Badges are not magic, either. In one semester-long college course, students in the gamified version, with badges and a leaderboard, ended up less motivated and scored lower on the final exam than students in the plain version (Hanus & Fox, 2015). Leaderboards and constant comparison seem to be the riskiest ingredients.

Should you pay for effort or for results?

Economist Roland Fryer ran large randomized trials paying students in four US cities (Quarterly Journal of Economics, 2011). Paying for outputs, such as test scores and grades, had essentially no effect. Paying for inputs, such as books read in Dallas, did better, though the overall effects were small and not statistically significant in most groups. One plausible reason: children know how to read a book, but they may not know how to "get a higher score".

For young children, the lesson is to reward things they can control and that clearly lead to learning. Finishing a lesson and passing a test after real practice fit that description.

How to design a reward system that does not backfire

  1. Reward mastery, not time spent. Points for passing a test the child took alone, not for minutes logged or pages clicked.
  2. Make the exchange rate clear and stable. "One point equals one minute" is easy to understand and hard to argue about.
  3. Keep praise specific and real. "You got the tricky -tion words this time" beats "Good job!" Feedback that signals competence is the kind that increases motivation.
  4. Leave the fun stuff unrewarded. If your child already loves drawing or reading for pleasure, do not attach points to it.
  5. Skip public leaderboards between siblings. Compare a child with their own past self.
  6. Let parents curate the reward. Screen time that a parent chose (a building video, a puzzle game) is a calmer reward than open-ended scrolling.

What we do at DadSchool

Each unlocked achievement is worth 10 points, and one point buys one minute of games or of videos a parent has approved. Points come only from passing tests, are spent only when play starts, and there are no leaderboards. We think that is the most defensible version of "earn your screen time" the evidence allows. We would still rather a child pick a book for fun with no points involved at all.

References

  • Deci, E. L., Koestner, R., & Ryan, R. M. (1999). A meta-analytic review of experiments examining the effects of extrinsic rewards on intrinsic motivation. Psychological Bulletin, 125(6), 627–668.
  • Lepper, M. R., Greene, D., & Nisbett, R. E. (1973). Undermining children's intrinsic interest with extrinsic reward. Journal of Personality and Social Psychology, 28(1), 129–137.
  • Sailer, M., & Homner, L. (2020). The gamification of learning: A meta-analysis. Educational Psychology Review, 32(1), 77–112.
  • Hanus, M. D., & Fox, J. (2015). Assessing the effects of gamification in the classroom. Computers & Education, 80, 152–161.
  • Fryer, R. G. (2011). Financial incentives and student achievement: Evidence from randomized trials. Quarterly Journal of Economics, 126(4), 1755–1798.