Self-monitoring and social goals: how a gamified online system shapes reading behavior and foundational self-regulation in elementary students

Abstract Online platforms offer novel ways to influence children’s learning habits and potentially foster self-regulation. This research examined the influence of “MyReadscape,” a gamified online system featuring achievement goals (levels), a visual progress dashboard, badges, and leaderboards, on the reading behaviors and foundational self-regulatory practices of Taiwanese elementary students (Grades 2-3, N = 30). Adopting an 8-week design-based research methodology in an experimental school, we analyzed system logs, questionnaire data (including the Academic Self-Regulation Questionnaire, SRQ-A), and interview transcripts ( n = 19). The intervention correlated with significant increases in reading quantity ( p = 0.006) and diversification of genres read (χ² = 35.14, p = 0.001), particularly a rise in science/technology reading. However, overall reading interest scores did not change significantly. Analysis of SRQ-A data revealed a significant increase in Identified Regulation ( p = 0.004), while other motivational styles remained stable. Qualitative findings illuminated distinct mechanisms: students actively utilized the dashboard for effective self-monitoring, enhancing self-awareness regarding reading volume and types. Conversely, the leaderboard motivated increased reading effort through social comparison dynamics and the pursuit of social goals, often overshadowing the minimal impact of badges. Intrinsic interest remained a critical factor mediating reading choices. The findings demonstrate how specific features within a gamified system can influence reading outcomes while supporting foundational self-regulatory practices (self-monitoring, goal-directed effort) and fostering specific motivational orientations (identified regulation), operating within a complex motivational landscape shaped by social factors. Implications for designing systems that leverage visual feedback for monitoring and thoughtfully integrate social elements are discussed.

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Publication Details

Journal
Humanities and Social Sciences Communications
Published
2026-03-03
DOI
https://doi.org/10.1057/s41599-026-06750-x
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00

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article

Self-monitoring and social goals: how a gamified online system shapes reading behavior and foundational self-regulation in elementary students

Chang-Yen Liao
Humanities and Social Sciences Communications
Educational Games and Gamification
article

Self-monitoring and social goals: how a gamified online system shapes reading behavior and foundational self-regulation in elementary students

Chang-Yen Liao
article en

Abstract

Abstract Online platforms offer novel ways to influence children’s learning habits and potentially foster self-regulation. This research examined the influence of “MyReadscape,” a gamified online system featuring achievement goals (levels), a visual progress dashboard, badges, and leaderboards, on the reading behaviors and foundational self-regulatory practices of Taiwanese elementary students (Grades 2-3, N = 30). Adopting an 8-week design-based research methodology in an experimental school, we analyzed system logs, questionnaire data (including the Academic Self-Regulation Questionnaire, SRQ-A), and interview transcripts ( n = 19). The intervention correlated with significant increases in reading quantity ( p = 0.006) and diversification of genres read (χ² = 35.14, p = 0.001), particularly a rise in science/technology reading. However, overall reading interest scores did not change significantly. Analysis of SRQ-A data revealed a significant increase in Identified Regulation ( p = 0.004), while other motivational styles remained stable. Qualitative findings illuminated distinct mechanisms: students actively utilized the dashboard for effective self-monitoring, enhancing self-awareness regarding reading volume and types. Conversely, the leaderboard motivated increased reading effort through social comparison dynamics and the pursuit of social goals, often overshadowing the minimal impact of badges. Intrinsic interest remained a critical factor mediating reading choices. The findings demonstrate how specific features within a gamified system can influence reading outcomes while supporting foundational self-regulatory practices (self-monitoring, goal-directed effort) and fostering specific motivational orientations (identified regulation), operating within a complex motivational landscape shaped by social factors. Implications for designing systems that leverage visual feedback for monitoring and thoughtfully integrate social elements are discussed.

Humanities and Social Sciences Communications
National Central University (TW)
National Science and Technology Council
Quality Education
Openalex Percentile: Top 39%
Educational Games and Gamification
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