Assessing gamification-based LMS for EFL students: A self-directed learning framework

The efficacy of gamification-based Learning Management Systems (LMS) in facilitating English as a Foreign Language (EFL) learning is an area of growing interest. However, a critical gap exists in comprehensively understanding how these platforms influence self-directed learning (SDL) among EFL students, particularly regarding self-management, self-motivation, and self-control. To address this lacuna, this study employs a survey design involving 50 EFL undergraduate students from STKIP PGRI Sidoarjo, a private university, in Indonesia. Grounded in Garrison’s SDL Framework, the research evaluates the impact of gamification on SDL dimensions within the LMS milieu. The data were collected through a questionnaire for quantitative analysis and interviews for qualitative insights. Findings unveil a nuanced landscape: while gamification initially boosts engagement and motivation, sustained self-management and control pose challenges. Implications underscore the imperative for tailored interventions to fortify SDL competencies within gamified environments. Recommendations advocate for the integration of personalized feedback mechanisms and collaborative features to scaffold EFL students’ SDL skills amidst gamified platforms.

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Publication Details

Journal
Studies in Linguistics Culture and FLT
Published
2024-08-12
DOI
https://doi.org/10.46687/cvht3942
Citations
8
Primary Topic
Technology-Enhanced Education Studies
Type
article
Field-Weighted Citation Impact
16.77
Controls
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article

Assessing gamification-based LMS for EFL students: A self-directed learning framework

Joko Slamet, Yazid Basthomi
8 citations
Studies in Linguistics Culture and FLT
Technology-Enhanced Education Studies
16.77
article

Assessing gamification-based LMS for EFL students: A self-directed learning framework

Joko Slamet, Yazid Basthomi
article en
8 citations

Abstract

The efficacy of gamification-based Learning Management Systems (LMS) in facilitating English as a Foreign Language (EFL) learning is an area of growing interest. However, a critical gap exists in comprehensively understanding how these platforms influence self-directed learning (SDL) among EFL students, particularly regarding self-management, self-motivation, and self-control. To address this lacuna, this study employs a survey design involving 50 EFL undergraduate students from STKIP PGRI Sidoarjo, a private university, in Indonesia. Grounded in Garrison’s SDL Framework, the research evaluates the impact of gamification on SDL dimensions within the LMS milieu. The data were collected through a questionnaire for quantitative analysis and interviews for qualitative insights. Findings unveil a nuanced landscape: while gamification initially boosts engagement and motivation, sustained self-management and control pose challenges. Implications underscore the imperative for tailored interventions to fortify SDL competencies within gamified environments. Recommendations advocate for the integration of personalized feedback mechanisms and collaborative features to scaffold EFL students’ SDL skills amidst gamified platforms.

Studies in Linguistics Culture and FLTVol. 12(2)
State University of Malang (ID)
Quality Education
Openalex Percentile: Top 1%
Technology-Enhanced Education Studies
16.77
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