Understanding Gaming the System by Analyzing Self-Regulated Learning in Think-Aloud Protocols
Jiayi Zhang, Conrad Borchers, Canwen Wang, Vishal Kumar, Leah Teffera, Bruce M. McLaren, Ryan S. Baker

TL;DR
This study investigates the cognitive and self-regulated learning strategies of students during gaming the system in digital learning, revealing that gaming involves complex engagement patterns rather than mere disengagement, and suggests system design improvements.
Contribution
It provides empirical evidence that gaming the system involves specific self-regulation strategies, challenging the view that it solely indicates disengagement, and highlights the need for targeted system interventions.
Findings
Gaming involves longer utterances and error processing.
Students engage in reactive rather than proactive SRL.
Gaming is a maladaptive form of self-regulation.
Abstract
In digital learning systems, gaming the system refers to occasions when students attempt to succeed in an educational task by systematically taking advantage of system features rather than engaging meaningfully with the content. Often viewed as a form of behavioral disengagement, gaming the system is negatively associated with short- and long-term learning outcomes. However, little research has explored this phenomenon beyond its behavioral representation, leaving questions such as whether students are cognitively disengaged or whether they engage in different self-regulated learning (SRL) strategies when gaming largely unanswered. This study employs a mixed-methods approach to examine students' cognitive engagement and SRL processes during gaming versus non-gaming periods, using utterance length and SRL codes inferred from think-aloud protocols collected while students interacted with…
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Taxonomy
TopicsInnovative Teaching and Learning Methods · Visual and Cognitive Learning Processes · Educational Games and Gamification
