Abstract

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.

Highlights

  • We chose Kitsantas and Zimmerman (2002)’s study as it provided a foundational overview of how Self-regulated learning (SRL) skills relate to expertise in athletics, which we felt was transferable to the esports context

  • Our findings suggest that the only significant differences in SRL processes between League of Legends skill levels exist in the forethought phase

  • Our results found that there were significant differences in the forethought phase, but none in the performance and self-reflection phases

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Summary

Introduction

Self-regulated learning (SRL) broadly refers to the phenomenon by which students can self-regulate their learning process without the direct guidance of an educator (Zimmerman and Pons, 1986; Panadero, 2017) and has been shown to have a positive impact on engagement and outcome (Cleary et al, 2006; Lee et al, 2010; Liu, 2016). SRL in League of Legends one’s performance and adapting it for future iterations of the activity This model, and variations of it, have been used to study SRL in several academic contexts (Zimmerman and Pons, 1986; Magno, 2010) as well as athletic contexts including basketball (Cleary and Zimmerman, 2001; Cleary et al, 2006), dart throwing (Zimmerman and Kitsantas, 1997), and volleyball (Kitsantas and Zimmerman, 2002). There is currently no work examining how individuals apply SRL processes in the context of esports This is in spite of the fact that esports have evolved into a multi-billion dollar industry (Media, 2021) and demonstrated real world benefits for players (Hilvoorde and Pot, 2016; Wu et al, 2021). Without knowledge of how SRL manifests within esports, it is currently difficult to make informed decisions about how to support learning in the context of esports play

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