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Self-regulated digital game-based vocabulary learning : motivation, application of self-regulated learning strategies, EFL vocabulary knowledge development, and their interplay

Research output: Journal PublicationsJournal Article (refereed)peer-review

Abstract

Digital game-based learning has shown usefulness in developing EFL vocabulary knowledge and encouraging learner application of self-regulated learning (SRL) strategies. Previous literature revealed that applying SRL strategies might improve motivation. High motivation, in turn, may promote vocabulary knowledge development – These findings may be generalised in digital game-based learning and explain its effectiveness. However, so far, motivation and its associated interplay have barely been considered in this learning context. To address the gap, we developed a self-regulated digital game-based EFL vocabulary learning (SR-DGBVL) program and conducted mixed-method research on motivation, application of SRL strategies, vocabulary knowledge development, and their interplay therein. One-hundred-and-one Chinese university students (experimental group: 50; control group: 51) engaged in our study and were evaluated through pre-test, immediate post-test, and delayed post-test of vocabulary knowledge, questionnaires, and semi-structured interviews. Results revealed that the SR-DGBVL participants experienced significantly greater improvements in vocabulary knowledge and reported higher levels of motivation compared to those in the conventional vocabulary learning context. We also found motivation to be a full mediator between the use of SRL strategies and vocabulary knowledge development. Interestingly, the application of SRL strategies appeared consistent across different learning methods. From these findings, we suggest long-term SRL training, investigation of SRL strategies with consideration of motivational variables, and longitudinal qualitative studies on learners’ SRL strategy use.
Original languageEnglish
Pages (from-to)1961-2003
Number of pages43
JournalComputer Assisted Language Learning
Volume38
Issue number8
Early online date20 May 2024
DOIs
Publication statusPublished - 2025

Bibliographical note

We want to express our sincere gratitude to Ms. Zhencheng Zhou, a EdD student of the English and Language Education at the Education University of Hong Kong and a lecturer at Guangxi Police College (PRC), for her unreplaceable support in this research project.

Publisher Copyright:
© 2024 Informa UK Limited, trading as Taylor & Francis Group.

Funding

The research has been supported by the Interdisciplinary Research Scheme of the Dean’s Research Fund 2021/22 (FLASS/DRF/IDS-3 2022) of The Education University of Hong Kong.

UN SDGs

This output contributes to the following UN Sustainable Development Goals (SDGs)

  1. SDG 4 - Quality Education
    SDG 4 Quality Education

Keywords

  • Digital game-based learning
  • motivation
  • self-regulated learning
  • technology-enhanced language learning
  • vocabulary learning

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