Evidence map›Paper›PMID 40123644›Full record

ArticleF1000Research2024

Virtual game-based learning environments to promote self-regulated learning skills in foreign language learners.

Maira Alejandra Noriega Cortes, Laura Carreño-Bolivar

Abstract read
In one paragraph

Article in F1000Research, 2024. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 2 papers.

0numbers the graph read from it
0cells of the map it votes in
2citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

2 citing papers in PubMed.

  1. Review
  2. Article
4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

2 authors.

Maira Alejandra Noriega CortesIndependent Researcher, Chia, Colombia.
Laura Carreño-BolivarUniversidad de La Sabana, Chia, Colombia.ORCID https://orcid.org/0000-0002-9372-6569

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Background: 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. Method: 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. Results: 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. Conclusions: 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.

Indexed as

LearningMultilingualismVideo GamesChildFemaleHumansLanguageMaleStudentsGamification; self-regulated learning- self regulation; Language Learning; virtual learning environment- virtual learning- blended learning environment.

Identifiers

PMID40123644
PMCPMC11927079

What OpenQuestion holds

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LicenceCC BY
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Registered trials

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Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.