Noriega Cortes Maira Alejandra, Carreño-Bolivar Laura
Independent Researcher, Chia, Colombia.
Universidad de La Sabana, Chia, Colombia.
F1000Res. 2024 Dec 20;13:1541. doi: 10.12688/f1000research.157746.1. eCollection 2024.
This mixed-method action research study explores the impact of a gamified virtual learning tool on elementary students' self-regulated learning (SRL) skills in English language acquisition. Despite the acknowledged importance of SRL in educational contexts, limited research exists on its development among young learners. The present study is one of the products of the academic unit project "Key Factors and Essential Elements for a Comprehensive Model of Bilingual Education: A Multidimensional Approach for Diverse Contexts and Areas of Knowledge" sponsored by the School of Education at Universidad de La Sabana, institution where the first author conducted her master's studies, and the corresponding author is a professor and main researcher of the of the academic unit project.
Six students aged 8-10 participated in the study. Data were collected through semi-structured observations and pre- and post-questionnaires. The tool was designed based on Zimmerman's SRL model and included tasks structured through gamification elements. For the purpose of quantitative data analysis, descriptive statistics were used; as for qualitative data, thematic analysis was the chosen approach.
The results revealed that guided use of the gamified tool significantly enhanced students' use of SRL strategies, particularly in goal setting, monitoring progress, and reflecting on learning outcomes. Students demonstrated increased motivation, engagement, and confidence, although explicit instruction was required to maximize the tool's benefits. The usability of the tool was rated positively, with participants highlighting its effectiveness for language learning and SRL skill development.
The study concludes that gamified virtual environments can effectively promote SRL skills in young language learners by fostering motivation and engagement. However, for optimal outcomes, such tools should be supplemented with explicit instruction in SRL strategies. This research contributes to understanding the integration of gamified tools in elementary education, highlighting their potential to develop foundational skills essential for lifelong learning.
这项混合方法行动研究探讨了一款游戏化虚拟学习工具对小学生英语语言习得中自我调节学习(SRL)技能的影响。尽管SRL在教育环境中的重要性已得到认可,但关于其在年轻学习者中的发展的研究却很有限。本研究是由萨巴纳大学教育学院赞助的学术单位项目“双语教育综合模式的关键因素和基本要素:针对不同背景和知识领域的多维方法”的成果之一,第一作者在该机构完成了她的硕士学业,通讯作者是该学术单位项目的教授和主要研究员。
六名8至10岁的学生参与了该研究。数据通过半结构化观察以及问卷前测和后测收集。该工具基于齐默尔曼的SRL模型设计,包含通过游戏化元素构建的任务。对于定量数据分析,使用了描述性统计;至于定性数据,采用了主题分析方法。
结果显示,有指导地使用该游戏化工具显著提高了学生对SRL策略的运用,特别是在目标设定、进度监控和学习成果反思方面。学生们表现出更高的积极性、参与度和自信心,不过需要明确的指导来最大化该工具的益处。该工具的可用性得到了积极评价,参与者强调了其对语言学习和SRL技能发展的有效性。
该研究得出结论,游戏化虚拟环境可以通过激发动机和参与度有效地促进年轻语言学习者的SRL技能。然而,为了获得最佳效果,此类工具应辅以SRL策略的明确指导。本研究有助于理解游戏化工具在基础教育中的整合,突出了它们在培养终身学习所需基础技能方面的潜力。