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Article

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

1
Hubei Research Center for Educational Informationization, Faculty of Artificial Intelligence in Education, Central China Normal University, Wuhan 430079, China
2
Department of Curriculum and Instruction, Faculty of Education, The Chinese University of Hong Kong, Hong Kong 999077, China
3
Faculty of Education, The University of Hong Kong, Pokfulam Road, Hong Kong 999077, China
*
Author to whom correspondence should be addressed.
Sustainability 2022, 14(12), 7008; https://doi.org/10.3390/su14127008
Submission received: 15 May 2022 / Revised: 3 June 2022 / Accepted: 6 June 2022 / Published: 8 June 2022
(This article belongs to the Collection Technology-Enhanced Learning and Teaching: Sustainable Education)

Abstract

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.
Keywords: gamification; gamified e-learning; L2 English learning; self-regulated learning gamification; gamified e-learning; L2 English learning; self-regulated learning

Share and Cite

MDPI and ACS Style

Li, X.; Xia, Q.; Chu, S.K.W.; Yang, Y. Using Gamification to Facilitate Students’ Self-Regulation in E-Learning: A Case Study on Students’ L2 English Learning. Sustainability 2022, 14, 7008. https://doi.org/10.3390/su14127008

AMA Style

Li X, Xia Q, Chu SKW, Yang Y. Using Gamification to Facilitate Students’ Self-Regulation in E-Learning: A Case Study on Students’ L2 English Learning. Sustainability. 2022; 14(12):7008. https://doi.org/10.3390/su14127008

Chicago/Turabian Style

Li, Xiuhan, Qi Xia, Samuel Kai Wah Chu, and Yuqin Yang. 2022. "Using Gamification to Facilitate Students’ Self-Regulation in E-Learning: A Case Study on Students’ L2 English Learning" Sustainability 14, no. 12: 7008. https://doi.org/10.3390/su14127008

APA Style

Li, X., Xia, Q., Chu, S. K. W., & Yang, Y. (2022). Using Gamification to Facilitate Students’ Self-Regulation in E-Learning: A Case Study on Students’ L2 English Learning. Sustainability, 14(12), 7008. https://doi.org/10.3390/su14127008

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