Manuscript received February 18, 2023; revised March 27, 2023; accepted May 8, 2023.
Abstract—Facilitating Self-regulated learning for students
has become a concern recently. This is important for students
because this mental activity increases a sense of control and
confidence in fulfilling learning tasks, thus increasing
self-efficacy, motivation, and autonomy in learning.
Self-Regulated Learning (SRL) helps students progress and
develop personally and socially. It is known that educators
usually train self-regulated using learning media such as
Massive Open Online Courses (MOOCs), games, augmented
reality, virtual reality, and others. However, games are the most
easiest and enjoyable learning media because games can
promote independent learning in a constructivist, social
problem-solving context. Some games would be better if they
were developed with learning in mind. Therefore, the research
objective of this paper is to develop games that can enhance
self-regulatory learning. The type of study used was a 4D
modeling application development study with the participation
of 120 vocational high school students. The results showed that
students who used game-based mobile learning improved in
three aspects of self-regulated learning: metacognition,
motivation, and behavior.
Index Terms—Self-regulated learning, mobile learning game,
student learning
The authors are with Educational Technology, Sebelas Maret University,
Surakarta, Indonesia.
*Correspondence: juniaalla@student.uns.ac.id (A.J.N.)
Cite: Alla‘ Junia Nurdin*, Triana Rejekiningsih, and Sri Sumaryati, "Facilitating Self-regulated Learning Using Mobile Learning Games," International Journal of Information and Education Technology vol. 13, no. 11, pp. 1820-1827, 2023.
Copyright © 2023 by the authors. This is an open access article distributed under the Creative Commons Attribution License which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited (CC BY 4.0).