Competition, Team Motivation and Generativity: Evidence from a School-Based Field Experiment

Last registered on June 11, 2026

Pre-Trial

Trial Information

General Information

Title
Competition, Team Motivation and Generativity: Evidence from a School-Based Field Experiment
RCT ID
AEARCTR-0018550
Initial registration date
May 05, 2026

Initial registration date is when the trial was registered.

It corresponds to when the registration was submitted to the Registry to be reviewed for publication.

First published
June 11, 2026, 7:57 AM EDT

First published corresponds to when the trial was first made public on the Registry after being reviewed.

Locations

Region

Primary Investigator

Affiliation
Institute for Studies on the Mediterranean, National Research Council of Italy

Other Primary Investigator(s)

PI Affiliation
Institute for Studies on the Mediterranean, National Research Council, Palermo, Italy
PI Affiliation
Institute for Studies on the Mediterranean, National Research Council, Palermo, Italy
PI Affiliation
Department of Economics and Finance, University of Rome Tor Vergata
PI Affiliation
Roma Tre University, Rome, Italy

Additional Trial Information

Status
In development
Start date
2026-05-05
End date
2027-01-31
Secondary IDs
Prior work
This trial does not extend or rely on any prior RCTs.
Abstract
This study investigates how students’ performance changes under different motivational framings: individual effort, individual competition, team responsibility, and generativity through charitable giving. The experiment is conducted in schools and asks students to complete two comparable tasks under four conditions: a running activity to do in the school gym and a skill-based game to play on the computer. In the baseline condition, students perform individually and receive only their personal result. In competitive conditions, each student competes for the school’s individual ranking. In the team condition, each student performs individually but the result contributes to the score of a team or class. In the charity condition, individual performance generates a real donation to one of several charitable causes selected by the student.
The main hypotheses are that performance changes when students move from an individual baseline to competition, to team responsibility, and to a prosocial/generative setting in which effort benefits third parties. The study also tests whether these effects differ by gender and by individual characteristics such as competitiveness, team orientation, social capital, risk attitudes and prosocial preferences. Outcomes include absolute performance, performance improvement relative to baseline, binary improvement indicators and the amount of charitable donation generated. The experiment contributes to evidence on competition aversion, cooperative motivation and prosocial effort in educational settings.
External Link(s)

Registration Citation

Citation
Badiglio, Stefania et al. 2026. "Competition, Team Motivation and Generativity: Evidence from a School-Based Field Experiment." AEA RCT Registry. June 11. https://doi.org/10.1257/rct.18550-1.0
Experimental Details

Interventions

Intervention(s)
The experiment consists of two independent trials, and each trial is repeated under four different conditions. The first trial involves running in the gym, while the second consists of a computer-based skill game. Each student will have to complete eight trials, with four different condidations for each trial. The four conditions are designed to differ only in motivational framing and payoff rule, while keeping the task, duration, setting and measurement as similar as possible. The teacher or experimenter reads standardized instructions before each condition. The four conditions are: individual baseline, individual competition, team competition, and charity/generativity.
T1 — Individual baseline
Students complete the task individually. They are told that the objective is to obtain their best personal result. They are not competing against other students and no individual ranking is publicly disclosed. The outcome is the student’s individual performance.
T2 — Individual competition
Students complete the same task and they are told that the objective is to obtain their best result and try to win the individual challenge. The outcome is individual performance.
T3 — Team condition
Students complete the task individually, but their result contributes to the overall score of a team, preferably the class. Students are told that everyone’s contribution matters and that even a small individual improvement can help the team. The outcome is individual performance and team/class performance.
T4 — Charity/generativity condition
Students complete the task individually, but their performance generates a real charitable donation. Students choose among four charitable causes: Kiva, Treedom, Sightsavers, and distance child sponsorship. The donation is real and the aggregate amount generated for each cause is communicated at the end. There is no private individual prize in this condition; the payoff is the donation generated.
Intervention Start Date
2026-05-05
Intervention End Date
2026-12-15

Primary Outcomes

Primary Outcomes (end points)
Primary outcome 1 — Performance improvement relative to baseline
For each student and each task, the primary outcome is the change in performance in each treatment condition relative to the individual baseline condition.
For running tasks, where lower time indicates better performance:
Improvement_it = Time_i,baseline − Time_i,treatment
or normalized as:
Normalized improvement_it = (Time_i,baseline − Time_i,treatment) / Time_i,baseline
For skill-based PC tasks, where higher score indicates better performance:
Improvement_it = Score_i,treatment − Score_i,baseline
or normalized as:
Normalized improvement_it = (Score_i,treatment − Score_i,baseline) / Score_i,baseline
The main comparisons are:
• competition condition vs individual baseline;
• team condition vs individual baseline;
• charity/generativity condition vs individual baseline.

Primary outcome 2 — Absolute performance
Absolute performance will be measured as:
• running time in seconds;
• score obtained in skill-based task.

Primary outcome 3 — Charity amount generated
In the charity/generativity condition, the student’s performance generates a monetary donation according to a pre-specified schedule.
Primary Outcomes (explanation)

Secondary Outcomes

Secondary Outcomes (end points)
Secondary outcomes include:
1. Whether the student improves relative to baseline.
2. Whether the student wins, loses or ties in the individual competition condition.
3. Team/class-level score in the team condition.
4. Charity selected by the student in the charity/generativity condition.
5. Self-reported competitiveness.
6. Self-reported team orientation.
7. Self-reported prosocial/generative motivation.
8. Risk aversion.
9. Social capital in the class.
10. Heterogeneity by gender, school type, school performance, sport participation, previous volunteering/cooperative experience, and other questionnaire variables.
Secondary Outcomes (explanation)

Experimental Design

Experimental Design
This is a school-based randomized field experiment using a within-subject design. Each student participates in four comparable task conditions: individual baseline, individual competition, team condition, and charity/generativity condition.
Random assignment is implemented through the random allocation of students to different sequences of the four experimental conditions. In other words, students are not assigned to one fixed treatment or control group for the entire experiment. Instead, all students complete all four conditions, but the order in which they are exposed to the conditions is randomly assigned. This randomization of treatment order is designed to address potential order, fatigue, learning, day, and session effects.
The individual baseline condition serves as the control condition. The individual competition, team, and charity/generativity conditions are the treatment conditions. Since each student participates in all conditions, each student serves as his or her own control, and the main empirical strategy compares within-student changes in performance across conditions.
The core design principle is that the four conditions differ only in motivational framing and payoff rule, not in task difficulty, duration, setting, or measurement.
This design is replicated in two different trials: one in the gym, where students take part in a running test, and another on the computer, where students are engaged in a game designed to measure their skills.
In the individual baseline condition, students perform individually and are not ranked publicly. In the individual competition condition, students compete individually, and their results contribute to their school’s ranking list. In the team condition, students work individually, but their results contribute to their class or team’s score. In the charity/generativity condition, students perform individually and their performance generates a real donation to one of four charitable causes selected by the student: Kiva, Treedom, Sightsavers, or distance child sponsorship. The main empirical strategy compares within-student changes in performance across the four conditions. The preferred specification includes individual fixed effects, treatment-condition indicators, and controls for randomized order, day/session effects, fatigue, and learning. Heterogeneity analyses will test whether treatment effects differ by gender and by baseline characteristics measured in a post-experiment questionnaire.
Experimental Design Details
Not available
Randomization Method
The order of the competition, team and charity/generativity conditions will be randomized at the class level. Each participating class will be assigned to one of the possible treatment-order sequences before the start of data collection. The assigned order will be recorded in the dataset.
Randomization Unit
Student group within class
Was the treatment clustered?
Yes

Experiment Characteristics

Sample size: planned number of clusters
1 School and 6 classes;

Sample size: planned number of observations
110 students, divided into 6 classes, will take part in the experiment; 8 different measurements will be taken on each student, making a total of 880 observations.
Sample size (or number of clusters) by treatment arms
From the protocol, possible sample sizes are:
• minimum acceptable: 80 students, about 4 classes;
• good target: 110 students;
• optimal target: 150-200 students.
Minimum detectable effect size for main outcomes (accounting for sample design and clustering)
IRB

Institutional Review Boards (IRBs)

IRB Name
IRB Approval Date
IRB Approval Number