Student motivation and achievement in learning English as a second language using second life

Tosti H.C. Chiang, Chester S.J. Huang, Hsin Hun Liou, Stephen J.H. Yang*

*Corresponding author for this work

Research output: Contribution to journalArticlepeer-review

9 Citations (Scopus)

Abstract

This study investigates the impact of a 3D virtual learning environment based on Second Life on student motivation and achievement in learning English as a second language. Twenty-one university students participate in this study, with the support of an English instructor. The Motivated Strategies for Learning Questionnaire (MSLQ) was used to evaluate students' intrinsic and extrinsic goal orientation and self-efficacy in Second Life. The pre-test and post-test were used to assess students' learning achievement. The results showed that students' intrinsic and extrinsic goal orientations in English learning in Second Life had a positive influence on their self-efficacy. In addition, students' self-efficacy of English learning in Second Life was found to positively relate to their learning achievement. Moreover, students' intrinsic and extrinsic goal orientations were found to significantly influence their learning achievement via self-efficacy. In other words, instructors can utilize Second Life to enhance student motivation and achievement in English learning.

Original languageEnglish
Pages (from-to)1-17
Number of pages17
JournalKnowledge Management and E-Learning
Volume6
Issue number1
Publication statusPublished - 2014 Mar
Externally publishedYes

Keywords

  • 3D virtual worlds
  • Learning achievement
  • Learning motivation
  • Second Life
  • Situated learning

ASJC Scopus subject areas

  • Education
  • Management of Technology and Innovation

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