Interweaving of self-regulated learning and game-based learning in higher education: a review of academic publications from 2009 to 2020

被引:2
|
作者
Zheng, Xiao-Li [1 ]
Tu, Yun-Fang [3 ]
Hwang, Gwo-Jen [2 ,3 ,4 ]
Yu, Jue [6 ]
Huang, Yuan-Bo [5 ,6 ]
机构
[1] Wenzhou Univ, Dept Educ Technol, Wenzhou, Peoples R China
[2] Natl Taichung Univ Educ, Grad Inst Educ Informat & Measurement, Taichung, Taiwan
[3] Natl Taiwan Univ Sci & Technol, Empower Vocat Educ Res Ctr, Taipei, Taiwan
[4] Yuan Ze Univ, Coll Management, Taoyuan, Taiwan
[5] Chonnam Natl Univ, Dept Educ, Gwangju, South Korea
[6] Wenzhou Kean Univ, Wenzhou, Zhejiang, Peoples R China
来源
ETR&D-EDUCATIONAL TECHNOLOGY RESEARCH AND DEVELOPMENT | 2024年 / 72卷 / 06期
关键词
Game-based learning; Higher education; Self-regulated learning (SRL) strategies; Self-regulated learning; SOCIALLY SHARED REGULATION; INSTRUCTIONAL SUPPORT; SERIOUS GAME; VIDEO GAMES; ONLINE; ENGAGEMENT; STRATEGIES; MOTIVATION; STUDENTS; METACOGNITION;
D O I
10.1007/s11423-024-10393-7
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
Researchers have indicated the importance of engaging learners in self-regulated learning (SRL) states when situated in game-based learning contexts; however, it remains a challenge for both educational and educational technology researchers to effectively integrate both. To this end, this study investigated how SRL strategies are interwoven with game-based learning in higher education by searching the web of science database to systematically review the papers published between 2009 and 2020 in academic journals. The encoded dimensions ranged from the primary research purpose to research issues, including application domains, research methods, duration of the studies, SRL strategies, game types, and game genres. It was found that since 2015, the research purposes have become increasingly diverse, with skills acquisition in game-based learning being regarded as the most important goal, followed by knowledge acquisition and behavior change. Such games took goal orientation, peer learning, and regulating as the main SRL strategies, which exerted a positive effect on learning performance, self-efficacy/confidence, attitudes/effort, satisfaction/interest, and learning behavior. Meanwhile, these SRL strategies were well embedded into problem-solving, simulation, multi-type, and RPG game types against the setting of the real-life-related storyline as the main game genre. Since previous studies lacked the systematic application of all SRL strategies within a game-based learning environment, they could not uncover the dynamic and cyclic processes of SRL in game-based learning environments. Hence, this study proposed corresponding suggestions for future research issues as a reference for researchers, teachers, and decision-makers.
引用
收藏
页码:3185 / 3216
页数:32
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