Cited by 36Innovative Teaching and Learning MethodsMobile Learning in EducationEducational Games and Gamification

Exploring Students’ Use of a Mobile Application to Support Their Self-Regulated Learning Processes

Open access
Baars, Martine, Khare, Sanyogita, Ridderstap, Léonie·2022·Frontiers in Psychology

Abstract

Being able to self-regulate one’s learning is essential for academic success but is also very difficult for students. Especially first year students can be overwhelmed with the high study load and autonomy in higher education. To face this challenge, students’ monitoring and self-regulated learning (SRL) processes are crucial. Yet, often students are not aware of effective SRL strategies or how to use them. In this study, the use of a mobile application with gamification elements (i.e., Ace Your Self-Study App) to support first-year university students’ SRL processes was investigated. In Study 1a, the Ace your self-study app was implemented in a first-year psychology course, and students’ SRL skills, motivation, self-efficacy, app use and satisfaction, and performance were measured. The results showed a significant increase in autonomous motivation, controlled motivation, and metacognitive self-regulation skills (MSR-R) across the 5-week course. Moreover, students who used the mobile application with gamified elements showed higher autonomous motivation. Nevertheless, most students used the app only for a limited number of self-study sessions. In Study 1b, students’ self-study experiences were captured using focus group interviews to shed some more light on why students did or did not use the app. The results show that if students feel they do not need support for their SRL processes during self-study, they are less inclined to use the app. Specifically, regarding using study strategies, it was found that only if students’ strategies do not work well in their perception, they feel the need to change their way of studying and choose another strategy. These results are discussed in the context of theory on SRL and how to support it.

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  • Adaptive learning systems ensure that students are appropriately challenged without being overwhelmed, which has been demonstrated to enhance both motivation and engagement.

    “This approach ensures that students are appropriately challenged without being overwhelmed, which has been demonstrated to enhance both motivation and engagement (Baars et al. 2022).”

    From Large language models (LLMs): survey, technical frameworks, and future challenges (2024) · cites this paper as Baars et al. 2022

    The Results report higher autonomous motivation in the gamified-app group than in the standard-app group. The General Discussion says the authors expected gamification to improve engagement and motivation, but that hypothesis was not confirmed. Neither passage shows that an adaptive system kept students appropriately challenged without overwhelming them or demonstrated improved engagement; page numbers are unavailable in our copy. (LLM, conf=0.86)

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Research works printed but not linked: 2

  1. Crabtree B. Miller W. (1999). “ Using codes and code manuals: a template organizing style of interpretation,” in Doing Qualitative Research in Primary Care: Multiple Strategies. 2nd Edn. eds. Crabtree B. Miller W. (Newbury Park, CA: Sage Publications), 163– 177.
  2. Thiede K. W. Griffin T. D. Wiley J. Redford J. S. (2009). “ Metacognitive monitoring during and after reading,” in Handbook of Metacognition and Self-Regulated Learning. eds. Hacker D. J. Dunlosky J. Graesser A. C. (Mahwah, NJ: Erlbaum).

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Authors
Baars, M., Khare, S., & Ridderstap, L.
Affiliations
Erasmus University Rotterdam (NL)
Corresponding author
Baars, Martine
Venue
Frontiers in Psychology
Published
2022-03-14
Volume
13
Pages
793002-793002
ISSN
1664-1078 (ISSN-L)
OpenAlex
W4220748613
Cited by
36
References
64
Citations by year
2026: 7 · 2025: 9 · 2024: 11 · 2023: 7 · 2022: 2
FWCI
11.04
Type
journal article
Language
en
Open access
Locations
  • Frontiers in Psychology (publishedVersion, cc-by)
  • PubMed Central (publishedVersion, cc-by)
  • PubMed (publishedVersion)
  • EUR Research Repository (Erasmus University Rotterdam) (submittedVersion, cc-by)
  • DOAJ (DOAJ: Directory of Open Access Journals) (submittedVersion, cc-by-sa)
  • Radboud Repository (Radboud University) (submittedVersion)
  • Radboud Repository (Radboud University) (submittedVersion, other-oa)
Funders
Erasmus University Rotterdam
Topics
  • Social Sciences › Psychology › Developmental and Educational Psychology › Innovative Teaching and Learning Methods
  • Physical Sciences › Computer Science › Information Systems › Mobile Learning in Education
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
Keywords
student self-regulation, mobile learning applications, gamification, first-year students, autonomous motivation, metacognitive self-regulation, self-directed learning, self-efficacy, student motivation, study habits

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