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이름만 다른(표기 변형) [[위키링크]]를 대상 문서의 canonical 제목으로 치환해 끊겼던 1,200개 링크를 연결. 제목/파일명 정규화 일치만 적용하고 별칭 매칭은 과병합 위험으로 제외(애매성 가드). 원본은 _link_reconcile_backup/ 에 백업. 도구: Datacollect/scripts/link_reconcile_apply.mjs Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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id, title, category, status, canonical_id, aliases, duplicate_of, source_trust_level, confidence_score, verification_status, tags, raw_sources, last_reinforced, github_commit, tech_stack
| id | title | category | status | canonical_id | aliases | duplicate_of | source_trust_level | confidence_score | verification_status | tags | raw_sources | last_reinforced | github_commit | tech_stack | |||||||||||||||||||||||
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| wiki-2026-0508-cognitive-evaluation-theory | Cognitive Evaluation Theory (Self-Determination) | 10_Wiki/Topics | verified | self |
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none | A | 0.88 | applied |
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2026-05-10 | pending |
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Cognitive Evaluation Theory / SDT
매 한 줄
"매 reward 의 sometimes 의 passion 의 kill". Deci & Ryan 의 SDT (Self-Determination Theory) 의 sub-theory. 매 autonomy + competence + relatedness 의 3 의 intrinsic motivation 의 fuel. 매 modern gamification, 매 education, 매 product UX 의 base.
매 핵심
Self-Determination Theory 의 3 needs
- Autonomy: 매 self-chosen.
- Competence: 매 mastery feel.
- Relatedness: 매 connection.
→ 매 3 의 satisfy = 매 intrinsic motivation.
Intrinsic vs Extrinsic
- Intrinsic: 매 enjoyment / interest 의 itself.
- Extrinsic: 매 reward / punishment.
- Internalization: 매 extrinsic 의 internalize 의 spectrum.
Over-justification effect (Lepper)
- 매 paid for activity 의 enjoy → 매 intrinsic 의 lose.
- 매 famous: 매 kid drawing experiment.
- 매 implication: 매 reward 의 careful design.
매 reward 의 effect
| Type | Effect |
|---|---|
| Tangible + expected | 매 intrinsic ↓ |
| Verbal positive | 매 intrinsic ↑ |
| Unexpected | 매 less harmful |
| Task-contingent | 매 intrinsic ↓ |
| Performance-contingent (informative) | 매 mid |
| Choice-supportive | 매 intrinsic ↑ |
매 application
Game design
- Autonomy: 매 quest choice, 매 customization.
- Competence: 매 progression, 매 skill curve.
- Relatedness: 매 multiplayer, 매 guild.
Education
- Autonomy: 매 project topic choice.
- Competence: 매 scaffolded difficulty.
- Relatedness: 매 peer collab.
Workplace
- Autonomy: 매 schedule, 매 method.
- Competence: 매 challenging task + feedback.
- Relatedness: 매 team belonging.
Product UX
- Autonomy: 매 customization, 매 control.
- Competence: 매 onboarding 의 mastery.
- Relatedness: 매 social feature.
매 dark side (anti-pattern)
- 매 tangible reward 의 dominate (cash, gift card).
- 매 surveillance / monitoring → autonomy ↓.
- 매 forced ranking → relatedness ↓.
- 매 over-difficult / under-difficult → competence ↓.
매 modern AI 의 의미
- AI assistant: 매 user 의 competence 의 reduce 의 risk.
- Recommendation: 매 autonomy 의 illusion vs reality.
- Gamification: 매 manipulation 의 risk (dark pattern).
- Productivity tracker: 매 surveillance.
💻 패턴 (응용)
Game progression (autonomy + competence)
class QuestSystem {
// 매 autonomy: 매 player 의 choose
getAvailableQuests(player) {
return this.quests.filter(q =>
q.unlock(player) &&
!q.completed(player)
); // 매 multiple option
}
// 매 competence: 매 skill curve
recommendNextQuest(player) {
const available = this.getAvailableQuests(player);
const skillLevel = player.estimatedSkill();
// 매 zone of proximal development
return available
.filter(q => q.difficulty >= skillLevel - 1 && q.difficulty <= skillLevel + 2)
.sort((a, b) => a.difficulty - b.difficulty)[0];
}
}
Workplace autonomy (4-day workweek-style)
def autonomy_audit(team):
return {
'schedule_flexibility': measure(team, 'self-set start/end times'),
'method_flexibility': measure(team, 'choose how to solve'),
'topic_flexibility': measure(team, 'pick what to work on'),
'tool_flexibility': measure(team, 'choose tools'),
'location_flexibility': measure(team, 'remote / hybrid'),
}
Educational scaffolding (competence)
def adaptive_difficulty(student, current_skill, performance):
"""매 zone of proximal development."""
if performance > 0.85:
return current_skill + 1 # 매 challenge ↑
elif performance < 0.5:
return current_skill - 1 # 매 ease
return current_skill # 매 stable
Avoid over-justification (verbal > tangible)
def reward_employee(employee, accomplishment):
# 매 ❌ Tangible + expected (e.g., $100 for X)
# 매 ✅ Verbal + specific
feedback = f"""
{employee.name}, your work on {accomplishment.project} was excellent.
Specifically, your approach to {accomplishment.specific_thing} showed
{accomplishment.competence_demonstrated}. This had {accomplishment.impact}.
"""
# 매 unexpected appreciation 의 OK
if random.random() < 0.1:
send_appreciation_card(employee, feedback)
return feedback
Recommendation system 의 autonomy preserve
def recommend_with_autonomy(user, items):
"""매 explainability + 매 user control."""
recommendations = ml_model.recommend(user, items)
return {
'items': recommendations,
'why': explain_each(recommendations, user), # 매 transparency
'controls': {
'less_of_this': lambda item: user.feedback_negative(item),
'more_of_this': lambda item: user.feedback_positive(item),
'turn_off_personalization': lambda: user.toggle_personalization(False),
},
}
Mastery curve (competence)
def mastery_journey(skill):
return [
('Novice', 'Hand-holding tutorial', 'high feedback'),
('Advanced Beginner', 'Guided practice', 'frequent feedback'),
('Competent', 'Independent task', 'less feedback'),
('Proficient', 'Complex challenge', 'occasional feedback'),
('Expert', 'Mastery + teaching', 'self-feedback'),
]
Anti-surveillance (autonomy)
# 매 ❌ Productivity tracker showing keystrokes
# 매 ✅ Self-tracker only the user sees
class SelfProductivityTracker:
"""매 user-only, opt-in."""
def __init__(self, user_id):
self.user_id = user_id
self.private = True # 매 not shared with manager
def log_focus_session(self, duration):
self.sessions.append({'duration': duration, 'date': now()})
def insights(self):
# 매 user 의 only
return generate_insights(self.sessions)
🤔 결정 기준
| 상황 | Approach |
|---|---|
| Game | Autonomy (quest choice) + Competence (curve) + Relatedness (multiplayer) |
| Education | Project choice + scaffolded + peer |
| Workplace | Schedule + method + team |
| Product onboard | Mastery feel + control |
| Reward | Verbal + unexpected > tangible expected |
| Productivity tool | Self-tracker > surveillance |
기본값: 매 3 needs 의 audit + 매 reward design 의 careful.
🔗 Graph
- 부모: Psychology · Motivation · Behavioral-Economics
- 변형: Self-Determination-Theory · Flow_State
- 응용: Gamification · Game-Design · UX
- Adjacent: Cognitive Biases · Addiction Neuroscience · Authenticity · Anthropomorphism
🤖 LLM 활용
언제: 매 motivation design. 매 game design. 매 education tool. 매 workplace policy. 매 product UX. 언제 X: 매 manipulation / dark pattern.
❌ 안티패턴
- Tangible expected reward 의 default: 매 intrinsic 의 kill.
- Cash for fun: 매 over-justification.
- Surveillance + autonomy 의 claim: 매 violation.
- Difficulty curve X: 매 competence ↓.
- No social feature (suitable game): 매 relatedness X.
- Dark pattern (FOMO, sunk cost): 매 ethics violation.
🧪 검증 / 중복
- Verified (Deci-Ryan SDT, Pink "Drive", Lepper over-justification).
- 신뢰도 A.
- Related: Cognitive Biases · Addiction Neuroscience · Game-Design · Authenticity · Bounded_Rationality.
🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — 3 needs + over-justification + 매 quest / autonomy / mastery code |