TY - JOUR
T1 - Using Gamification to Facilitate Students’ Self-Regulation in E-Learning
T2 - A Case Study on Students’ L2 English Learning
AU - Li, Xiuhan
AU - Xia, Qi
AU - Chu, Samuel Kai Wah
AU - Yang, Yuqin
N1 - Publisher Copyright:
© 2022 by the authors. Licensee MDPI, Basel, Switzerland.
PY - 2022/6/1
Y1 - 2022/6/1
N2 - E-learning has been an important learning approach in the information era by providing flexible environments and rich resources for learners. However, it also faces several challenges, the biggest one being that students need to have strong self-regulation competence to control and manage their e-learning. As gamification has been widely used in primary education to facilitate children’s learning motivation and engagement, it is valuable to explore the impacts of gamification on children’s self-regulated learning. In this study, the role of gamification in children’s English learning in Hong Kong was investigated through a gamified e-learning system. A quasi-experiment with pre-test/post-test design was conducted among primary level 3 students over a semester. Both quantitative and qualitative data were gathered through academic tests, questionnaires, and interviews to provide comprehensive insights into the research questions. The key findings enable the identification of: (1) students’ gaining of self-regulated learning interest and academic performance from the gamified learning system; (2) students’ developed self-regulated learning strategies; and (3) the connection between gamification and students’ self-regulated learning. These findings have implications for e-learning designers and educators with regards to the practice of gamified learning to enhance students’ self-regulated learning and second language learning.
AB - E-learning has been an important learning approach in the information era by providing flexible environments and rich resources for learners. However, it also faces several challenges, the biggest one being that students need to have strong self-regulation competence to control and manage their e-learning. As gamification has been widely used in primary education to facilitate children’s learning motivation and engagement, it is valuable to explore the impacts of gamification on children’s self-regulated learning. In this study, the role of gamification in children’s English learning in Hong Kong was investigated through a gamified e-learning system. A quasi-experiment with pre-test/post-test design was conducted among primary level 3 students over a semester. Both quantitative and qualitative data were gathered through academic tests, questionnaires, and interviews to provide comprehensive insights into the research questions. The key findings enable the identification of: (1) students’ gaining of self-regulated learning interest and academic performance from the gamified learning system; (2) students’ developed self-regulated learning strategies; and (3) the connection between gamification and students’ self-regulated learning. These findings have implications for e-learning designers and educators with regards to the practice of gamified learning to enhance students’ self-regulated learning and second language learning.
KW - L2 English learning
KW - gamification
KW - gamified e-learning
KW - self-regulated learning
UR - http://www.scopus.com/inward/record.url?scp=85132391625&partnerID=8YFLogxK
U2 - 10.3390/su14127008
DO - 10.3390/su14127008
M3 - Article
AN - SCOPUS:85132391625
VL - 14
JO - Sustainability (Switzerland)
JF - Sustainability (Switzerland)
IS - 12
M1 - 7008
ER -