Effects of a self-regulated-based gamified virtual reality system on students’ English learning performance and affection

dc.contributor.authorZhao J.H.
dc.contributor.authorPanjaburee P.
dc.contributor.authorHwang G.J.
dc.contributor.authorWongkia W.
dc.contributor.otherMahidol University
dc.date.accessioned2023-06-20T04:50:10Z
dc.date.available2023-06-20T04:50:10Z
dc.date.issued2023-01-01
dc.description.abstractScholars have suggested English classrooms with sufficient context and fun activities to increase English performance and promote learning motivation. With the rapid growth of technology-enhanced learning, virtual reality (VR) has become increasingly popular in English learning. Using VR without a well-designed learning environment, however, may not guide students to focus on the learning content to achieve the learning goals. Hence, this study proposed a self-regulated-based gamified VR learning system to trigger students to monitor their learning process to achieve their learning goals. To examine the effectiveness of the proposed system, a quasi-experiment was conducted in a middle school in China involving three groups: students who adopted the self-regulated-based gamified VR system, students who learned with the gamified VR system, and those who learned with a conventional VR system. The results showed that the self-regulated-based gamified VR system significantly improved the students’ English learning performance regarding their English vocabulary and speaking, self-regulation, learning motivation, learning attitudes, and meta-cognition tendency. Moreover, their reflections on the self-regulated-based gamified VR system were revealed and discussed.
dc.identifier.citationInteractive Learning Environments (2023)
dc.identifier.doi10.1080/10494820.2023.2219702
dc.identifier.eissn17445191
dc.identifier.issn10494820
dc.identifier.scopus2-s2.0-85161531792
dc.identifier.urihttps://repository.li.mahidol.ac.th/handle/123456789/87130
dc.rights.holderSCOPUS
dc.subjectComputer Science
dc.titleEffects of a self-regulated-based gamified virtual reality system on students’ English learning performance and affection
dc.typeArticle
mu.datasource.scopushttps://www.scopus.com/inward/record.uri?partnerID=HzOxMe3b&scp=85161531792&origin=inward
oaire.citation.titleInteractive Learning Environments
oairecerif.author.affiliationNational Taichung University of Education
oairecerif.author.affiliationNational Taiwan University of Science and Technology
oairecerif.author.affiliationKhon Kaen University
oairecerif.author.affiliationMahidol University

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