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Using 3D Educational Games to Improve Autonomy and Motivation in Primary 3 English Lessons: Gamification and Self-Regulated Learning Strategies (105878)

Session Information: Teaching and Learning
Session Chair: Rajbala Singh
This presentation will be live-streamed via Zoom (Online Access)

Wednesday, 13 May 2026 16:10
Session: Session 4
Room: Live-Stream Room 2
Presentation Type: Live-Stream Presentation

All presentation times are UTC + 9 (Asia/Tokyo)
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During the post-COVID-19 period, creative educational practices have provided research interest in primary English education, especially in the use of creative pedagogies. Primary English provides an attractive context for educators to design learning products and prototypes that strengthen students’ language proficiency, learning autonomy, capabilities, competence, and motivation. This pedagogy integrates educational games into lesson planning and classroom practice to strengthen learners’ intrinsic motivation. This research study developed three-dimensional (3D) educational games using the Unity platform to create an immersive, simulated virtual learning environment. The user-generated content aligns with the Hong Kong Primary English curriculum, especially the Primary 3 module “Food and Fast Food.” The research study included user and functional tests and an educational intervention to support evaluation. Primary school students (n = 24) from a community center in Tai Po, Hong Kong, were invited to play the games and offer experiential feedback. Additionally, different stakeholder participants (n = 46) offer pre-service educators and social workers with various backgrounds and professional expertise related to primary education. Research findings indicate a positive relationship between the use of 3D educational games and students’ motivation to learn English. Students showcased higher learning motivation when engaging with game-based learning materials. Game elements include connecting, synthesizing, and transforming educational knowledge, reflecting an innovative pedagogical approach. Overall, this practice-based research is anticipated to share pedagogical innovations with the scholarly community, educators, and other stakeholders.

Authors:
Law Tsun Hin, The University of Hong Kong, Hong Kong


About the Presenter(s)
General Interest: Community Development, Educational Games, Learning Motivation, Project-based learning

Connect on Linkedin
https://www.linkedin.com/in/tsun-hin-law-418958216/

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Posted by James Alexander Gordon

Last updated: 2023-02-23 23:45:00