Gamification Elements as Incentives for Self-regulated Learning of the English Language at the University Level
Main Article Content
Abstract
Practice is a key factor when learning languages and so just a few hours of direct lessons are not enough to achieve the goal. This research aimed at detecting if the introduction of gamification elements in a virtual environment manages to encourage self-regulated learning of the English language in university students. A quasi-experimental, mixed methodology was applied. Dedication time and number of visits to the course were analyzed as well as the degree of satisfaction with the course. The results showed a significant increase in dedication time and number of visits after the introduction of gamification elements and high degree of satisfaction with the course, what allows us to conclude that the introduction of gamification elements does manage to encourage self-regulated learning.
Article Details
Los artículos publicados en la Revista de Orientación Educacional se distribuyen bajo la licencia Creative Commons Atribución 4.0 Internacional (CC BY 4.0).
Esto permite usar, compartir, adaptar y redistribuir los contenidos en cualquier medio o formato, incluso con fines comerciales, siempre que se reconozca de manera adecuada la autoría y la fuente original.
Las y los autores conservan sus derechos de autor.