Gamified Online Learning for Phonics: Effects on Elementary Students’ Emotions, Self-Regulation, and Achievement
Chun Yi Lu, Hao-Chiang Koong Lin, Tao-Hua Wang, Chia Lin Hsieh
This study investigates the impact of gamification mechanisms on the online learning experiences of third-grade students learning alphabet phonics in Taiwan. The research evaluates three key dimensions: learning outcomes, self-regulation abilities, and learning emotions. A total of 52 students aged 8 to 9 years old were divided into experimental and control groups, using the Starfall Education platform for phonics instruction. The experimental group engaged with gamified features through the ClassDojo system, while the control group used traditional online learning without gamification. The results showed that students in the gamified condition achieved higher post-test learning outcomes than those in the control condition. Analysis of self-regulation abilities revealed that students in the experimental group reported higher levels of goal-setting, help-seeking, environmental management, and personal effort, although no difference was observed in self-directed learning strategies. Additionally, the experimental group reported differences in learning emotions, including higher levels of positive emotions such as enjoyment and pride and differences in negative emotional responses such as boredom and hopelessness. Correlation analysis further demonstrated a strong positive relationship between self-regulation abilities and learning outcomes (