“Because I'm Bad at the Game!” A Microanalytic Study of Self Regulated Learning in League of Legends

Self-regulated learning (SRL) is a form of learning guided by the student's own meta-cognition, motivation, and strategic action, often in the absence of an educator. The use of SRL processes and skills has been demonstrated across numerous academic and non-academic contexts including athletics...

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Autores principales: Erica Kleinman, Christian Gayle, Magy Seif El-Nasr
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Publicado: Frontiers Media S.A. 2021
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Acceso en línea:https://doaj.org/article/2267a8fc9d584effaec7bd84cdda0573
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spelling oai:doaj.org-article:2267a8fc9d584effaec7bd84cdda05732021-12-02T15:01:36Z“Because I'm Bad at the Game!” A Microanalytic Study of Self Regulated Learning in League of Legends1664-107810.3389/fpsyg.2021.780234https://doaj.org/article/2267a8fc9d584effaec7bd84cdda05732021-12-01T00:00:00Zhttps://www.frontiersin.org/articles/10.3389/fpsyg.2021.780234/fullhttps://doaj.org/toc/1664-1078Self-regulated learning (SRL) is a form of learning guided by the student's own meta-cognition, motivation, and strategic action, often in the absence of an educator. The use of SRL processes and skills has been demonstrated across numerous academic and non-academic contexts including athletics. However, manifestation of these processes within esports has not been studied. Similar to traditional athletes, esports players' performance is likely correlated with their ability to engage SRL skills as they train. Thus, the study of SRL in the context of esports would be valuable in supporting players' learning and mastery of play through specialized training and computational support. Further, an understanding of how SRL manifests in esports would highlight new opportunities to use esports in education. Existing work on SRL in games, however, predominantly focuses on educational games. In this work, we aim to take a first step in the study of SRL in esports by replicating Kitsantas and Zimmerman's (2002) volleyball study in the context of League of Legends. We compared the self-regulatory processes of expert, non-expert, and novice League of Legends players, and found that there were significant differences for processes in the forethought phase. We discuss three implications of these findings: what they mean for the development of future computational tools for esports players, implications that esports may be able to teach SRL skills that transfer to academics, and what educational technology can learn from esports to create more effective tools.Erica KleinmanChristian GayleMagy Seif El-NasrFrontiers Media S.A.articleself-regulated learningonline learningtechnology enhanced learninggamified learningesportsesports in educationPsychologyBF1-990ENFrontiers in Psychology, Vol 12 (2021)
institution DOAJ
collection DOAJ
language EN
topic self-regulated learning
online learning
technology enhanced learning
gamified learning
esports
esports in education
Psychology
BF1-990
spellingShingle self-regulated learning
online learning
technology enhanced learning
gamified learning
esports
esports in education
Psychology
BF1-990
Erica Kleinman
Christian Gayle
Magy Seif El-Nasr
“Because I'm Bad at the Game!” A Microanalytic Study of Self Regulated Learning in League of Legends
description Self-regulated learning (SRL) is a form of learning guided by the student's own meta-cognition, motivation, and strategic action, often in the absence of an educator. The use of SRL processes and skills has been demonstrated across numerous academic and non-academic contexts including athletics. However, manifestation of these processes within esports has not been studied. Similar to traditional athletes, esports players' performance is likely correlated with their ability to engage SRL skills as they train. Thus, the study of SRL in the context of esports would be valuable in supporting players' learning and mastery of play through specialized training and computational support. Further, an understanding of how SRL manifests in esports would highlight new opportunities to use esports in education. Existing work on SRL in games, however, predominantly focuses on educational games. In this work, we aim to take a first step in the study of SRL in esports by replicating Kitsantas and Zimmerman's (2002) volleyball study in the context of League of Legends. We compared the self-regulatory processes of expert, non-expert, and novice League of Legends players, and found that there were significant differences for processes in the forethought phase. We discuss three implications of these findings: what they mean for the development of future computational tools for esports players, implications that esports may be able to teach SRL skills that transfer to academics, and what educational technology can learn from esports to create more effective tools.
format article
author Erica Kleinman
Christian Gayle
Magy Seif El-Nasr
author_facet Erica Kleinman
Christian Gayle
Magy Seif El-Nasr
author_sort Erica Kleinman
title “Because I'm Bad at the Game!” A Microanalytic Study of Self Regulated Learning in League of Legends
title_short “Because I'm Bad at the Game!” A Microanalytic Study of Self Regulated Learning in League of Legends
title_full “Because I'm Bad at the Game!” A Microanalytic Study of Self Regulated Learning in League of Legends
title_fullStr “Because I'm Bad at the Game!” A Microanalytic Study of Self Regulated Learning in League of Legends
title_full_unstemmed “Because I'm Bad at the Game!” A Microanalytic Study of Self Regulated Learning in League of Legends
title_sort “because i'm bad at the game!” a microanalytic study of self regulated learning in league of legends
publisher Frontiers Media S.A.
publishDate 2021
url https://doaj.org/article/2267a8fc9d584effaec7bd84cdda0573
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