4.6 Article

Using Gamification to Facilitate Students' Self-Regulation in E-Learning: A Case Study on Students' L2 English Learning

Journal

SUSTAINABILITY
Volume 14, Issue 12, Pages -

Publisher

MDPI
DOI: 10.3390/su14127008

Keywords

gamification; gamified e-learning; L2 English learning; self-regulated learning

Funding

  1. Collaborative Innovation Center for Informatization and Balanced Development of K-12 Education by MOE and Hubei Province [xtzd2021-019]

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This study investigates the role of gamification in children's English learning in Hong Kong through a gamified e-learning system. The findings show that the gamified learning system helps students gain interest in self-regulated learning and improves their academic performance. It also facilitates the development of self-regulated learning strategies and reveals a connection between gamification and students' self-regulated learning.
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.

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