Evaluating a Virtual Learning Environment for Secondary English in a Public School: Usability, Motivation, and Engagement
Abstract
1. Introduction
2. Literature Review
2.1. School VLEs: Equity and Learning
2.2. Access and Devices
2.3. At-Home Practice for Secondary English Learning
2.4. Motivation and Engagement in Technology-Supported VLE Use
2.5. Conceptual and Theoretical Lenses
2.6. Prior Research Under Constraint
3. Materials and Methods
3.1. Research Method
3.2. Research Design
3.3. Participants
3.4. Ethical Considerations
3.5. Description of VLEPIC
3.6. Data Collection Tools
3.7. Data Analysis
4. Results
4.1. RQ1. Perceived Usability
4.2. RQ2. Motivational Profile
4.3. RQ3. Usage Patterns
4.4. RQ4. Design Integration: From Empirical Findings to Design Principles
5. Discussion
5.1. Usability and Learning Feasibility
5.2. Motivation and the Gamified Experience
5.3. Engagement Patterns and Self-Regulation
5.4. Integrating Pedagogical, Technical, and Contextual Design Principles
5.5. Implications
5.6. Limitations
5.7. Future Research
6. Conclusions
Supplementary Materials
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
Abbreviations
| VLE | Virtual Learning Environment |
| EFL | English as a Foreign Language |
| ELT | English-Language Teaching |
| MALL | Mobile-Assisted Language Learning |
| VLEPIC | Virtual Learning Environment for Personalised and Interactive Communication |
| RQ | Research Question |
| DBR | Design-Based Research |
| WP | WordPress |
| GP | GamiPress |
| SRL | Self-Regulated Learning |
| SUS | System Usability Scale |
| IMMS | Instructional Materials Motivation Survey |
| IQR | Interquartile Range |
| SD | Standard Deviation |
| CI | Confidence Interval |
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| Element | How It Worked in the Pilot | Purpose in This Study | Data/Trace (If Applicable) |
|---|---|---|---|
| Platform stack | WP-based VLE; user accounts managed through Ultimate Member; progress, points, badges, and activity logging via GP. | Lightweight deployment and auditable usage evidence. | GP activity logs; aggregate cross-check with Google Analytics. |
| Access mode | Browser-based access with a responsive layout across devices. | Feasible participation under heterogeneous devices and uneven connectivity. | Visits/events (aggregate); actions/points (student-level). |
| User roles | Students (Explorer role) completed missions; the teacher (Mentor role) introduced the platform in class and received speaking and writing submissions by email. | Teacher-guided implementation with autonomous at-home completion. | Teacher implementation log; contextual notes. |
| Overall structure | One quest unit with five missions using Ecuadorian-context communicative prompts plus short, structured practice. | Short, resumable task flow aligned with brief study windows. | Time-stamped actions/events in logs. |
| Sequencing and unlocking | Sequential unlocking: access to the next mission required completing the end-of-mission check and unlocking the corresponding badge. | Clear progression and gating to support completion and interpretable usage patterns. | Badge unlocks; mission completion events (time-stamped). |
| Learning resources | Text-first explanations optionally complemented by lightweight media (infographics and short videos). | Maintain feasibility while supporting multimodal input. | Page/task events (where logged). |
| Structured practice tasks | Multiple choice; true–false; matching; fill-in-the-blank; drag-and-drop; autocorrected short answers. | Retrieval practice and quick checks aligned with classroom content. | Task completion events; points; action counts. |
| Open-ended writing | Selected tasks required short paragraphs (approx. 6–8 sentences), alongside shorter text responses in other steps, emailed to the teacher via the platform form. | Limited production beyond closed tasks within feasibility constraints. | No in-platform submission logs available. |
| Speaking tasks | Communicative prompts answered via short videos, recorded in a lightweight format and emailed to the teacher via the platform form. | Speaking practice within a lightweight workflow. | No in-platform submission logs available. |
| Feedback | Immediate confirmation feedback for structured tasks; open-ended tasks were intended for teacher review, but the pilot build did not include a dedicated module for delivering teacher feedback within the system. | Distinguish automated confirmation from teacher-reviewed responses. | N/A for teacher feedback (module not implemented). |
| Gamification (active in pilot) | Basic progress cues, points, sequential unlocking, and a small badge set. | Support engagement and generate interpretable behavioural traces. | Points, badges, actions in logs. |
| Personalisation (pilot) | Optional Spanish guidance (non-algorithmic). Learning preferences (Visual, Auditory, Read/Write, Kinaesthetic, Self-paced); brief study tips shown accordingly (no adaptive engine). | User-controlled, lightweight personalisation: optional tips without altering missions, tasks, or assessment. | N/A |
| Item | Label | Mean | SD |
|---|---|---|---|
| sus_freq_use | I would use this system frequently. (+) | 3.86 | 1.05 |
| sus_complexity | I found the system unnecessarily complex. (−) | 2.10 | 1.16 |
| sus_easy_use | I thought the system was easy to use. (+) | 3.74 | 1.08 |
| sus_need_support | I think I would need the support of a technical person to use this system. (−) | 2.00 | 1.21 |
| sus_integration | I found the various functions in this system were well integrated. (+) | 4.29 | 0.77 |
| sus_inconsistency | I thought there was too much inconsistency in this system. (−) | 1.86 | 0.93 |
| sus_quick_learn | I would imagine that most people would learn to use this system very quickly. (+) | 4.24 | 0.96 |
| sus_cumbersome | I found the system very cumbersome to use. (−) | 2.45 | 1.23 |
| sus_confidence | I felt very confident using the system. (+) | 4.12 | 0.97 |
| sus_learn_a_lot | I needed to learn a lot of things before I could get going with this system. (−) | 2.24 | 1.19 |
| Scale | Mean | SD | α | ω |
|---|---|---|---|---|
| Attention | 4.09 | 0.53 | 0.77 | 0.80 |
| Relevance | 4.02 | 0.52 | 0.68 | 0.72 |
| Confidence | 3.48 | 0.55 | 0.55 | 0.63 |
| Satisfaction | 4.24 | 0.87 | 0.96 | 0.96 |
| IMMS total | 3.94 | 0.48 | 0.90 | 0.91 |
| Period | N | Median Actions | IQR Actions | Median Points | IQR Points |
|---|---|---|---|---|---|
| October 2025 (autonomous use) | 42 | 27 | 29 | 80 | 50 |
| Evidence Source | Observed Pattern | Emerging Design Principles |
|---|---|---|
| Usability (RQ1) | Relatively high SUS scores reflecting clarity, consistency, and navigability. | Maintain structural and visual coherence across missions to reinforce autonomy and reduce cognitive load. |
| Motivation (RQ2) | High Relevance and Satisfaction subscales; students valued meaningful tasks and feedback. | Design missions that connect gamified challenges with personally meaningful goals and provide immediate, positive feedback. |
| Usage (RQ3) | Recurrent but varied access patterns, indicating flexible engagement. | Support different participation rhythms by offering adaptable mission pacing and differentiated scaffolding. |
| Qualitative feedback (students) | Navigation challenges, difficulty tracking progress, and minor technical issues were recurrent. However, students valued the gamified structure and enjoyed using VLEPIC. | Strengthen navigation feedback (progress indicators, checkpoints, and easier mission transitions), optimise mobile usability, and ensure task submission reliability. |
| Teacher reflections and observations | Students perceived data loss after exiting, faced errors in task submission, and were unsure about progress continuity. They also wanted to see their total points, badges, and grades, and requested advice for completing activities. The teacher identified the need for a dashboard to monitor and give feedback directly within the platform. | Ensure session persistence and reliable submission processes; develop visible dashboards for both students and teachers to track progress, points, and badges; clarify the purpose of rewards and provide in-platform guidance to sustain motivation and learning autonomy. |
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© 2026 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license.
Share and Cite
Velarde Orozco, M.T.; de Benito Crosetti, B.L. Evaluating a Virtual Learning Environment for Secondary English in a Public School: Usability, Motivation, and Engagement. Educ. Sci. 2026, 16, 169. https://doi.org/10.3390/educsci16010169
Velarde Orozco MT, de Benito Crosetti BL. Evaluating a Virtual Learning Environment for Secondary English in a Public School: Usability, Motivation, and Engagement. Education Sciences. 2026; 16(1):169. https://doi.org/10.3390/educsci16010169
Chicago/Turabian StyleVelarde Orozco, Myriam Tatiana, and Bárbara Luisa de Benito Crosetti. 2026. "Evaluating a Virtual Learning Environment for Secondary English in a Public School: Usability, Motivation, and Engagement" Education Sciences 16, no. 1: 169. https://doi.org/10.3390/educsci16010169
APA StyleVelarde Orozco, M. T., & de Benito Crosetti, B. L. (2026). Evaluating a Virtual Learning Environment for Secondary English in a Public School: Usability, Motivation, and Engagement. Education Sciences, 16(1), 169. https://doi.org/10.3390/educsci16010169

