Effects of a self-regulated-based gamified virtual reality system on students’ English learning performance and affection
| dc.contributor.author | Zhao J.H. | |
| dc.contributor.author | Panjaburee P. | |
| dc.contributor.author | Hwang G.J. | |
| dc.contributor.author | Wongkia W. | |
| dc.contributor.other | Mahidol University | |
| dc.date.accessioned | 2023-06-20T04:50:10Z | |
| dc.date.available | 2023-06-20T04:50:10Z | |
| dc.date.issued | 2023-01-01 | |
| dc.description.abstract | Scholars 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.citation | Interactive Learning Environments (2023) | |
| dc.identifier.doi | 10.1080/10494820.2023.2219702 | |
| dc.identifier.eissn | 17445191 | |
| dc.identifier.issn | 10494820 | |
| dc.identifier.scopus | 2-s2.0-85161531792 | |
| dc.identifier.uri | https://repository.li.mahidol.ac.th/handle/123456789/87130 | |
| dc.rights.holder | SCOPUS | |
| dc.subject | Computer Science | |
| dc.title | Effects of a self-regulated-based gamified virtual reality system on students’ English learning performance and affection | |
| dc.type | Article | |
| mu.datasource.scopus | https://www.scopus.com/inward/record.uri?partnerID=HzOxMe3b&scp=85161531792&origin=inward | |
| oaire.citation.title | Interactive Learning Environments | |
| oairecerif.author.affiliation | National Taichung University of Education | |
| oairecerif.author.affiliation | National Taiwan University of Science and Technology | |
| oairecerif.author.affiliation | Khon Kaen University | |
| oairecerif.author.affiliation | Mahidol University |
