Enhancing EFL Learners' Self-Regulation Through Video Games: Teachers' Perception
DOI:
https://doi.org/10.17507/jltr.1701.07Keywords:
self-regulation, video games, English language learning, technology in language learningAbstract
This study delved into the multifaceted perceptions of a diverse group of 130 teachers regarding the utilization of video games as a means to augment and bolster learners' self-regulation capabilities. With meticulous attention to detail, the researchers administered a meticulously designed questionnaire to the participants, meticulously capturing a nuanced understanding of their perspectives. The intriguing outcomes of this study unequivocally revealed a prevailing consensus among the teachers, asserting their firm belief in the potential of video games to exert a profoundly positive influence on learners' self-regulation capacities. The profound implications emanating from these compelling findings proffer a tantalizing glimpse into the untapped potential of video games as an efficacious pedagogical tool, poised to revolutionize the landscape of education by nurturing and cultivating learners' self-regulation skills.
References
An, Y. J., Haynes, L., D’Alba, A., & Chumney, F. (2016). Using educational computer games in the classroom: Science teachers’ experiences, attitudes, perceptions, concerns, and support needs. Contemporary Issues in Technology and Teacher Education, 16(4), 415-433.
Bagheri, M., & Mohamadi Zenouzagh, Z. (2021). Comparative study of the effect of face-to-face and computer mediated conversation modalities on student engagement: speaking skill in focus. Asian-Pacific Journal of Second and Foreign Language Education, 6(1), 1-23.
Cabellos, B., Sánchez, D. L., & Pozo, J. I. (2021). Do future teachers believe that video games help learning? Technology, Knowledge and Learning, 28(2), 803-821.
Chen, H. J. H., & Yang, T. Y. C. (2013). The impact of adventure video games on foreign language learning and the perceptions of learners. Interactive learning environments, 21(2), 129-141.
Cho, M. H., & Heron, M. L. (2015). Self-regulated learning: The role of motivation, emotion, and use of learning strategies in students’ learning experiences in a self-paced online mathematics course. Distance Education, 36(1), 80-99.
Demouy, V., Jones, A., Kan, Q., Kukulska-Hulme, A., & Eardley, A. (2016). Why and How Do Distance Learners Use Mobile Devices for Language Learning? The EuroCALL Review, 24(1), 10-24.
Ertmer, P. A., Ottenbreit-Leftwich, A. T., Sadik, O., Sendurur, E., & Sendurur, P. (2018). Teacher beliefs and technology integration practices: A critical relationship. Computers & Education, 125, 152-167. doi: 10.1016/j.compedu.2018.05.006
Fu, K., Hainey, T., & Baxter, G. (2016). A systematic literature review to identify empirical evidence on the use of computer games in business education and training. In European Conference on Games Based Learning (p. 232). Academic Conferences International Limited.
Gillern, S., Nash, B., Stufft, C., & Gould, H. (2022). Literacy Educators’ Attitudes on Video Games and Learning. In European Conference on Games Based Learning (Vol. 16, No. 1, pp. 793-802).
Godwin-Jones, R. (2014). Games in language learning: Opportunities and challenges. Language Learning & Technology, 18(2), 9-19. Retrieved June 20, 2023, from http://llt.msu.edu/issues/june2014/emerging.pdf
Hewett, K. J. E. (2022). Embracing video games for strategic thinking, collaboration, and communication skills practice. In Research Anthology on Fandoms, Online Social Communities, and Pop Culture (pp. 296-314). IGI Global.
Horowitz, K. S. (2019). Video games and English as a second language: The effect of massive multiplayer online video games on the willingness to communicate and communicative anxiety of college students in Puerto Rico. American journal of play, 11(3), 379-410.
Howard, S. J., Neilsen-Hewett, C., de Rosnay, M., Vasseleu, E., & Melhuish, E. (2019). Evaluating the viability of a structured observational approach to assessing early self-regulation. Early Childhood Research Quarterly, 48, 186-197.
Kukulska‐Hulme, A., & Viberg, O. (2018). Mobile collaborative language learning: State of the art. British Journal of Educational Technology, 49(2), 207-218.
Lahza, H., Khosravi, H., Demartini, G., & Gasevic, D. (2022, March). Effects of technological interventions for self-regulation: a control experiment in learnersourcing. In LAK22: 12th International Learning Analytics and Knowledge Conference (pp. 542-548).
Lan, P. S., Liu, M. C., & Baranwal, D. (2020). Applying contracts and online communities to promote student self-regulation in English learning at the primary-school level. Interactive Learning Environments, 31(1), 468-479.
Landis, T. D., Hart, K. C., & Graziano, P. A. (2019). Targeting self-regulation and academic functioning among preschoolers with behavior problems: Are there incremental benefits to including cognitive training as part of a classroom curriculum? Child Neuropsychology, 25(5), 688-704.
Lehmann, T., Hähnlein, I., & Ifenthaler, D. (2014). Cognitive, metacognitive and motivational perspectives on preflection in self-regulated online learning. Computers in human behavior, 32, 313-323.
Li, J. (2022). A systematic review of video games for second language acquisition. In P. M. Sullivan & J. L. Lantz (Eds.), Handbook of research on integrating digital technology with literacy pedagogies (pp 472–499). Hershey, PA: IGI Global.
Maraffi, S., Sacerdoti, F. M., & Paris, E. (2017). Learning on gaming: a new digital game based learning approach to improve education outcomes. US-China Education Review A, 7(9), 421-432. DOI:10.17265/2161-623X/2017.09.003
Maravic, M., & Rakic-Bajic, G. (2018). The Teachers' Attitude towards the Use of Video Games in Teaching Process. Elearning & Software for Education, 1, 67-89.
Mohamed, A. M. A. (2021). The Impact of Educational Games on Enhancing Elementary Stage Students' Acquisition and Retention of English Vocabulary. Journal of World Englishes and Educational Practices, 3(2), 67-76.
Newcombe, J., & Brick, B. (2017). Blending video games into language learning. International Journal of Computer-Assisted Language Learning and Teaching (IJCALLT), 7(4), 75-89.
Persico, D., & Steffens, K. (2017). Self-regulated learning in technology enhanced learning environments. In Duval, E. (Ed.), Technology Enhances Learning (pp. 115–126). Springer: New York, NY, USA, 2017.
Pineda-Martínez, M., Llanos-Ruiz, D., Puente-Torre, P., & García-Delgado, M. Á. (2023). Impact of Video Games, Gamification and Game-Based Learning on Sustainability Education in Higher Education. DOI: 10.20944/preprints202305.0715.v1
Pouralvar, K., Sekhavat, Y. A., & Roohi, S. (2019, December). The interplay between metacognitive strategies and learning styles in learning via serious games. In 2019 International Serious Games Symposium (ISGS) (pp. 129-134). IEEE.
Proctor, M. D., & Marks, Y. (2013). A survey of exemplar teachers' perceptions, use, and access of computer-based games and technology for classroom instruction. Computers & Education, 62, 171-180.
Putri, Y. K. (2014). Using Video Games in EFL Classroom to Enhance Student’ 21st Century Skills. Proceedings of English Language Curriculum Development: Sebelas Maret University.
Qian, M., & Clark, K. R. (2016). Game-based Learning and 21st century skills: A review of recent research. Computers in human behavior, 63, 50-58.
Reinders, H., & Pegrum, M. (2016). Supporting language learning on the move: An evaluative framework for mobile language learning resources. In SLA research and materials development for language learning (pp. 235-247). Routledge.
Richtoff, D., & Persson, G. (2022). Video Games' Effect on Language Learning Motivation [Master of Arts thesis]. Malmo University. Retrieved June 9, 2023, from https://www.diva-portal.org/smash/get/diva2:1629040/FULLTEXT02.
Seli, F. Y., & Santosa, I. (2022). The Role of Video Games in Learning English. IJLECR (International Journal of Language Education and Cultural Review), 8(2), 56-67.
Shliakhovchuk, Elena V. & Spashchenk, Victoria. (2021). Using video games in the classroom. Challenges and Solutions: All you need to know to start using video games in your classroom (1st ed.). ShelvikPro.
Shyr, W. J., & Chen, C. H. (2018). Designing a technology‐enhanced flipped learning system to facilitate students' self‐regulation and performance. Journal of Computer assisted learning, 34(1), 53-62.
Stockwell, G., & Hubbard, P. (2013). Some emerging principles for mobile-assisted language learning. Monterey, CA: The International Research Foundation for English Language Education. Retrieved June 30, 2023, from http://www.tirfonline.org/english-in-the-workforce/mobile-assisted-language-learning.
Viberg, O., & Kukulska-Hulme, A. (2022). Fostering learners' self-regulation and collaboration skills and strategies for mobile language learning beyond the classroom. In The Routledge Handbook of Language Learning and Teaching Beyond the Classroom (pp. 142-154). Routledge.
Wang, L. (2021). The role of students’ self-regulated learning, grit, and resilience in second language learning. Frontiers in psychology, 12, 488-800.
Wang, C., & Huang, L. (2021). A Systematic Review of Serious Games for Collaborative Learning: Theoretical Framework, Game Mechanic and Efficiency Assessment. International Journal of Emerging Technologies in Learning, 16(6), 120-135.
Wouters, P., Van Nimwegen, C., Van Oostendorp, H., & Van Der Spek, E. D. (2013). A meta-analysis of the cognitive and motivational effects of serious games. Journal of educational psychology, 105(2), 249-268.
Zheng, B., Warschauer, M., & Farkas, G. (2013). Digital writing and diversity: The effects of school laptop programs on literacy processes and outcomes. Journal of Educational Computing Research, 48(3), 267-299.
Zhu, X., & Liu, Y. (2021). The Effectiveness of Technology-Enhanced Language Learning on Reading and Writing Skills: A Meta-Analysis. Educational Sciences: Theory & Practice, 21(2), 89-109. Doi: 10.12738/estp.2021.2.006
Zimmerman, B. J. (1989). A social cognitive view of self-regulated academic learning. Journal of educational psychology, 81(3), 329-349.