Conference Agenda
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Please note that all times are shown in the time zone of the conference. The current conference time is: 19th Aug 2026, 20:18:59 EET
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99 ERC SES 08 B: Learners, Technology, and Language Development
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99. Emerging Researchers' Group (for presentation at Emerging Researchers' Conference)
Paper Students’ Views and Attitudes on Digital Game-Based Language Learning: Motivation, Effectiveness, and Self-Efficacy Among University Students in Kazakhstan 1: Eötvös Loránd University, Hungary; 2: University of Szeged Presenting Author:Digital game-based learning (DGBL) has emerged as a promising innovation in language education, offering interactive, immersive, and student-centered alternatives to traditional instruction. DGBL can enhance motivation, cognitive skills, and language proficiency while fostering critical thinking, problem-solving, and collaboration. Although research on DGBL is growing globally, gaps remain in understanding students’ attitudes toward its use, perceived effectiveness, and self-efficacy, particularly in multilingual higher education contexts (Hung et al., 2018; Kim et al., 2024). Kazakhstan provides a unique setting for investigating these dimensions due to its trilingual education policy (Kazakh, Russian, English) and the strategic importance of English for global communication, trade, and higher education access (Imanova et al., 2025). Furthermore, gender differences in gaming experiences and cultural norms may influence students’ perceptions of DGBL, highlighting the need for context-sensitive investigation (Konstantinov et al., 2024). This study examines Kazakhstani university students’ motivation, perceived effectiveness, and self-efficacy in using DGBL for English language learning. It further explores how demographic factors (gender, mother tongue, level of study) and behavioral factors (gaming habits, English use) relate to these outcomes. The study is guided by the following questions:
This study is guided by Self-Determination Theory (Deci & Ryan, 1985), which conceptualizes motivation along intrinsic and extrinsic dimensions, and emphasizes autonomy, competence, and relatedness—key factors in DGBL engagement. Sociocultural theory (Vygotsky, 1978) complements this framework by highlighting collaborative learning and the social construction of knowledge within immersive game environments. Together, these frameworks allow for analysis of both the psychological and social dimensions of student-centered digital learning, while situating learning within a multilingual, culturally specific context. Although situated in Kazakhstan, this study addresses broader European and international concerns: the integration of digital technologies in higher education, the equity and inclusivity of digital learning tools, and the role of student motivation and self-efficacy in effective language acquisition. Findings can inform DGBL strategies across multilingual and multicultural settings, offering evidence-based guidance for educators, policymakers, and game designers seeking to implement digital learning innovations in higher education globally. By examining how students perceive, engage with, and are affected by digital game-based learning, this study explores the changing conditions and potentials of educational knowledge production in the digital era. It addresses the societal and educational implications of technology-mediated learning, the role of student-centered knowledge, and how academic research can inform policy and practice—directly reflecting ECER’s theme, “Knowing and Acting: The changing conditions and potentials of education research.”
Methodology, Methods, Research Instruments or Sources Used This study employed a quantitative, cross-sectional design to examine Kazakhstani university students’ perceptions of digital game-based learning (DGBL) for English language acquisition. The research focuses on three constructs: motivation, perceived effectiveness, and self-efficacy, and investigates how these relate to demographic and behavioral factors. Data were collected through a structured online questionnaire, enabling standardized measurement and comparability across participants. The final sample included 122 students (undergraduate: 66.4%; master’s: 33.6%), aged 15–39 (M = 22.01, SD = 3.50), with 61.5% female and 38.5% male. Participants’ majors were grouped into Humanities and Social Sciences and STEM fields to account for potential disciplinary effects. Convenience sampling was used, selecting participants based on accessibility and willingness to participate. The questionnaire consisted of three sections with 23 questions and 56 items: Demographics: Age, gender, education level, major, mother tongue, prior English learning experiences, and frequency of English use. Gaming Experience: Types of digital games played, frequency and duration of gameplay, prior use of games for language learning, and digital literacy. DGBL Attitudes: Measured motivation, perceived effectiveness, and self-efficacy using 5-point Likert scales (1 = Strongly Disagree, 5 = Strongly Agree). Motivation included intrinsic and extrinsic items (Lepper et al., 2005) and DGBL-specific items (Zakaria & Zakaria, 2025). Perceived effectiveness assessed students’ views on the usefulness of digital games for vocabulary, grammar, and communication (Hofmeyr, 2023; Mohammad-Salehi, 2024). Self-efficacy measured confidence in applying English skills through games (Chen & Tu, 2021; Kim et al., 2024). The questionnaire was reviewed for clarity and cultural appropriateness to the Kazakhstani higher education context. Data were collected anonymously online, with participants completing the survey independently in approximately 10 minutes. Conclusions, Expected Outcomes or Findings Consistent with prior research (Gee, 2003; Hung et al., 2018b), students reported generally favorable attitudes toward DGBL. Intrinsic motivation, driven by curiosity and challenge, was stronger than extrinsic incentives, indicating that students are primarily motivated by engagement and enjoyment when interacting with digital learning environments. Analysis revealed a significant relationship between perceived effectiveness and self-efficacy (Zakaria & Zakaria, 2025). Students who believed that DGBL enhanced their language skills also reported higher confidence in their English abilities. Similarly, frequent engagement with English outside the classroom, particularly through gaming, was associated with increased motivation, stronger beliefs in DGBL’s effectiveness, and higher self-efficacy, highlighting the importance of authentic, extracurricular language practice. Students with prior formal English instruction demonstrated higher intrinsic and DGBL-specific motivation, suggesting that structured learning experiences can better prepare learners to utilize innovative tools such as digital games (Mohammad-Salehi, 2024). However, participants generally perceived DGBL as less effective when used in formal classroom settings, emphasizing the need for careful integration and alignment with learning objectives (Li et al., 2024). No statistically significant differences were observed in motivation, perceived effectiveness, or self-efficacy based on gender, mother tongue, or study level, though trends such as slightly higher motivation among female students warrant further exploration. These findings suggest that DGBL’s benefits and challenges are largely consistent across demographic groups, reflecting broader pedagogical patterns in multilingual contexts (Yeskeldiyeva & Tazhibayeva, 2015). Overall, the results support the growing evidence that DGBL can serve as a motivational and skill-enhancing tool in language learning. They also underscore that its impact depends on students’ prior exposure to English, gaming habits, and classroom integration. Effective DGBL implementation requires context-sensitive, student-centered approaches that foster autonomy, engagement, and enjoyment. Future research should continue exploring how game design, cultural factors, and learner diversity shape DGBL outcomes in higher education. References Aguilera, E., & De Roock, R. (2022). Digital Game-Based Learning: Foundations, applications, and critical issues. Oxford Research Encyclopedia of Education. Cordoba, E., Mayorga, E., & Ruiz, N. (2024). Unlocking Practical Implications of Digital Game-Based Learning in EFL Education. International Journal of Learning Teaching and Educational Research, 23(12), 23–37. https://doi.org/10.26803/ijlter.23.12.2 Gee, J. P. (2003). What video games have to teach us about learning and literacy. Computers in Entertainment, 1(1), 20. https://doi.org/10.1145/950566.950595 Godwin-Jones, R. (2014). Games in language learning: Opportunities and challenges. http://hdl.handle.net/10125/44363 Hofmeyr, M. (2023). Attitudes towards digital game-based language learning among Japanese university students. The JALT CALL Journal, 19(1), 26–52. https://doi.org/10.29140/jaltcall.v19n1.681 Hung, H., Yang, J. C., Hwang, G., Chu, H., & Wang, C. (2018). A scoping review of research on digital game-based language learning. Computers & Education, 126, 89–104. https://doi.org/10.1016/j.compedu.2018.07.001 Kazu, İ. Y. (2023). A descriptive analysis of digital game-based foreign language education. Focus on ELT Journal, 5(1), 56-73. https://doi.org/10.14744/felt.2023.5.1.4 Kim, C., Sprenkle, S., & Fulwider, C. (2024). Unveiling the measurement of self-efficacy in game-based learning. Journal of Applied Instructional Design. https://doi.org/10.59668/1269.15652 Li, K., Peterson, M., Wang, Q., & Wang, H. (2024). Mapping the research trends of digital game-based language learning (DGBLL): a scientometrics review. Computer Assisted Language Learning, 1–30. https://doi.org/10.1080/09588221.2023.2299436 Nadolny, L., Valai, A., Cherrez, N. J., Elrick, D., Lovett, A., & Nowatzke, M. (2020). Examining the characteristics of game-based learning: A content analysis and design framework. Computers & Education, 156, 103936. https://doi.org/10.1016/j.compedu.2020.103936 Ragni, B., Toto, G. A., Di Furia, M., Lavanga, A., & Limone, P. (2023). The use of Digital Game-Based Learning (DGBL) in teachers’ training: a scoping review. Frontiers in Education, 8. https://doi.org/10.3389/feduc.2023.1092022 Reinders, H., & Wattana, S. (2014). Affect and willingness to communicate in digital game-based learning. ReCALL, 27(1), 38–57. https://doi.org/10.1017/s0958344014000226 Sung, Y., Chang, K., & Liu, T. (2015). The effects of integrating mobile devices with teaching and learning on students’ learning performance: A meta-analysis and research synthesis. Computers & Education, 94, 252–275. https://doi.org/10.1016/j.compedu.2015.11.008 Van Eck, R. (2009). A Guide to Integrating COTS Games into Your Classroom. In IGI Global eBooks (pp. 179–199). https://doi.org/10.4018/978-1-59904-808-6.ch011 Vnucko, G., Kralova, Z., & Tirpakova, A. (2024). Exploring the relationship between digital gaming, language attitudes, and academic success in EFL university students. Heliyon, 10(13), e33301. https://doi.org/10.1016/j.heliyon.2024.e33301 Zakaria, A., & Zakaria, N. Y. K. (2025). The Impact of Digital Game-Based Learning Tools on Motivation, Engagement, and Performance in Language Education: A Systematic literature review. International Journal of Academic Research in Progressive Education and Development, 14(1). https://doi.org/10.6007/ijarped/v14-i1/24954 99. Emerging Researchers' Group (for presentation at Emerging Researchers' Conference)
Paper Corpus Comparison of Lexical and Syntactic Complexity between Human-authored and AI-generated Opinion Essays: A Case Study 1: Sakarya Üniversitesi, Turkey (Türkiye); 2: American Life Presenting Author:L2 writing is one of the most demanding activities learners engage in, drawing on their linguistic resources (Hyland, 2003), and learners are required to establish control over these resources to construct a sophisticated and coherent written discourse. As Housen and Kuiken (2009) indicated, proficiency in writing is grounded in complexity, accuracy and fluency, the CAF framework, but complexity has been given greater importance, as it is regarded as the metric for learners’ development of linguistic resources and their responsiveness to particular communicative needs (Bulté & Housen, 2012). Linguistic complexity is a multidimensional construct comprising lexical, syntactic, morphological, and discourse-level components. Given their theoretical relevance and methodological soundness, lexical and syntactic complexity have been more salient in the literature as these have more standardised analytical frameworks and are more informative in languages with limited morphology. Lexical complexity comprises three dimensions, lexical diversity, lexical density, and lexical sophistication, which encompass different aspects of lexical use (Bulté & Housen, 2012). Syntactic complexity, being a multidimensional construct, comprises the variety, sophistication, and range of the grammatical structures in a text (Lu, 2010). These dimensions of linguistic complexity have also become salient in discussions of Generative AI texts, as they are applicable to AI-generated texts. Hence, the emergence of Generative AI has introduced a new point of comparison for L2 writing performance since its incorporation into L2 writing classrooms has become more prominent. Generative AI models can generate written texts that demonstrate considerable grammaticality, lexical sophistication, etc., attributes that are mostly linked to higher proficiency in academic writing. Several studies (Chen, 2025; Fredrick & Craven, 2025; Sun & Li, 2025; Mizumoto, 2024; Zindela, 2023) compared L2 students’ and AI-generated texts in their studies, the findings of which disclosed that AI-generated texts exhibit higher lexical diversity but similar syntactic complexity, with more formulaic structures and different rhetoric and agency. There is a growing body of literature that has compared AI-generated and student-authored written texts, yet the comparisons have primarily focused on accuracy, and thus overall performance or concentrated only on specific dimensions of linguistic complexity, such as only lexical diversity, etc. Therefore, a comparison between human-authored L2 writing and AI-generated texts, from a multidimensional perspective, on both syntactic and lexical complexity remains underresearched in the field of L2 writing. Thus, the present study investigates differences in syntactic and lexical complexity between AI-generated and human-authored opinion essays and whether these syntactic and lexical indices can be utilised to model the patterns of similarity and difference between the two. The following research question will be addressed in this study:
Adopting a quantitative, corpus-based approach, two corpora consisting of 223 human-authored and 223 AI-generated opinion essays will be compared using 25 lexical complexity indices and 14 syntactic complexity indices proposed by Lu (2012). Accordingly, the present study is anticipated to provide theoretical, pedagogical, and policy-level implications for researchers in the field, teachers, and policymakers in AI literacy and education. At the theoretical level, it is expected to expand L2 writing and the CAF research by utilizing AI-generated texts as a comparative reference point. At the pedagogical and policy levels, the findings are expected to inform the shift from product-oriented evaluation to process-oriented instruction, where instructors are given a way to infer the learners’ use of writing supports and could implement support systems accordingly, that foregrounds rhetorical awareness, authorial voice, and idea construction, in line with UNESCO's (2024) AI competency framework for students. Methodology, Methods, Research Instruments or Sources Used II. Methodology This study adopts a quantitative, corpus-based comparative analysis to explore the differences in syntactic and lexical complexity between AI-generated and human-authored opinion essays, and to investigate whether these syntactic and lexical indices can model systematic differences between the two text types. II. I. Data Collection This study is a single-case, corpus-based research consisting of pre-service English language teachers enrolled in a compulsory English preparation program at Sakarya University and ChatGPT. The sample was obtained through convenience sampling, as all texts were collected from two classes in the same compulsory English preparation program during the 2024-2025 academic year. The other data source consists of opinion essays generated by ChatGPT. In preliminary unstructured observations, ChatGPT (Free version) was identified as the most widely used chatbot due to its popularity and accessibility. Within these observations, typical chatbot prompts for generating an opinion essay writing task were also noted and used to generate AI-generated texts for the corpus. Two corpora consist of 223 human-authored and 223 AI-generated opinion essays, totalling approximately 55,000 and 60,000 words, respectively. II. II. Data Analysis In this study, 446 opinion essays (223 human-authored, 223 AI-generated) will be analyzed using neoSCA (Tan, 2024), a software forked from Lu’s L2 Syntactic Complexity Analyzer (2010) and Lexical Complexity Analyzer (2012). This software combines Lu’s tools (2010,2012), which allow the calculation of 14 syntactic complexity indices, calculating the length of production unit, sentence complexity, subordination, coordination and particular structures and 25 lexical complexity indices, calculating lexical variation, lexical sophistication and lexical density, in a single application. An index redundancy analysis will be conducted to identify indices with high intercorrelation, multicollinearity, and minimal dispersion, thereby meeting the assumptions of multivariate analysis while preserving theoretical coverage of lexical and syntactic complexity. Two MANOVA will be conducted on Lexical complexity and Syntactic complexity to identify unstable indices. Discriminant function analysis will be conducted to evaluate the blind classification of AI-generated versus human-authored texts. Conclusions, Expected Outcomes or Findings This study is expected to reveal statistically significant patterns in lexical and syntactic complexity indices between human-authored and AI-generated opinion essays, which adds to the findings of Chen (2025) regarding the greater lexical density of AI-generated texts, Zindela (2023) regarding the distinguishable use of syntactic structures, and Sun and Li (2025) regarding greater syntactic complexity measures of AI-generated texts. Moreover, AI-generated texts are expected to exhibit greater clausal elaboration, as shown in previous studies (Zindela, 2023; Chen & Hong, 2025). Nonetheless, these studies also revealed that AI-generated texts showed notably lower distributions of lexical diversity indices compared with human-generated texts, which imply greater internal regularity and, in turn, a lack of creativity and human authorship. At the pedagogical level, the findings are likely to show how these indices could be construed in relation to the approach to teaching L2 writing, particularly in awareness of rhetoric and voice, opinion elaboration, and lexical or syntactic item selection. Thus, the study's findings may indicate the need to expand instructional or feedback practices that place greater emphasis on the aforementioned areas, as outlined in UNESCO's AI competency framework for students (2024). Moreover, the study is anticipated to build on previous research on L2 writing by broadening the scope of the complexity–accuracy–fluency (CAF) framework to digitally mediated writing contexts, such as generative AI models. However, the present study also has several limitations. It focuses only on the specific AI model that the pre-service teachers primarily use in this study’s context, but given the variability of generative AI models, the study's findings might not be generalisable to other AI models. Additionally, this study focuses on a single writing task type, which, given the variation in prompts, may limit generalizability. Thus, future research could explore multiple genres, text types, prompts, and AI models across different institutional contexts. References Ai, H., & Lu, X. (2010). A web-based system for automatic measurement of lexical complexity. Paper presented at the 27th Annual Symposium of the Computer-Assisted Language Consortium (CALICO-10). Amherst, MA. June 8-12. Bulté, B., & Housen, A. (2012). Defining and operationalising L2 complexity. Dimensions of L2 performance and proficiency: Complexity, accuracy and fluency in SLA, 32, 21. Chen, J., & Hong, Q. (2025). Lexical Diversity and Syntactic Complexity in AI-Translated Legislative Texts. Theory and Practice in Language Studies, 15(9), 2867-2875. Chen, Y. (2025). Evaluating the Potential of ChatGPT-reformulated Essays as Written Feedback in L2 Writing. Computers and Education: Artificial Intelligence, 100500. Fredrick, D. R., & Craven, L. (2025, September). Lexical diversity, syntactic complexity, and readability: A corpus-based analysis of ChatGPT and L2 student essays. In Frontiers in Education (Vol. 10, p. 1616935). Frontiers Media SA. Housen, A., & Kuiken, F. (2009). Complexity, accuracy, and fluency in second language acquisition. Applied linguistics, 30(4), 461-473. Hyland, K. (2003). Writing and teaching writing. Second language writing, 1(2), 1-30. Lu, X. (2010). Automatic analysis of syntactic complexity in second language writing. International journal of corpus linguistics, 15(4), 474-496. Lu, X. (2012). The Relationship of Lexical Richness to the Quality of ESL Learners' Oral Narratives. The Modern Language Journal, 96(2), 190-208. Sun, S., & Li, Y. (2025). AI-generated, L2 learner, and native German writing: a comparative analysis of linguistic complexity. Glottotheory, 16(2), 127-148. Tan, L. (2024). NeoSCA (version 0.1.4) [Computer software]. GitHub. https://github.com/tanloong/neosca UNESCO. (2024). AI competency framework for students. United Nations Educational, Scientific and Cultural Organization. https://unesdoc.unesco.org/ark:/48223/pf0000391105 Zindela, N. (2023). Comparing Measures of Syntactic and Lexical Complexity in Artificial Intelligence and L2 Human-Generated Argumentative Essays. International Journal of Education and Development Using Information and Communication Technology, 19(3), 50-68. 99. Emerging Researchers' Group (for presentation at Emerging Researchers' Conference)
Paper A Narrative Inquiry on Self-Efficacy and Self-Regulation in Learning CFL in Higher Education Leiden University, Netherlands, The Presenting Author:Learner agency is a concept central to higher education (Klemenčič, 2023) and foreign language (FL) education (Mercer, 2011). For learners to play an agentic role in their personal goal pursuit, self-efficacy beliefs, or “individuals’ judgments of their capabilities to learn or perform courses of action at designated levels” (Schunk & Pajares, 2010, p.668), contribute to their personal agency through engaging in self-regulated processes, including goal setting, self-monitoring progress, self-evaluations, and effective use of strategies (Zimmerman, 2000, p.87). Methodology, Methods, Research Instruments or Sources Used This study employed a qualitative a narrative inquiry design to explore learners’ personally meaningful experiences in which self-efficacy beliefs and self-regulation appeared. Participants were three recent graduates of BA and MA programmes in Chinese as a FL (CFL) at a Dutch university, who began their Bachelor’s studies in the same cohort. Convenience sampling guided the initial participant recruitment. Participation was voluntary, and informed consent was obtained in accordance with institutional ethical guidelines. Data were collected through a combination of an initial open interview, and a subsequent semi-structured interview. The former provided space and freedom for participants to spontaneously reconstruct their language learning narratives in a holistic way, while the latter allowed for a more focused examination of the specific experiences where self-regulation and self-efficacy emerged. After each interview, participants received a summary that they could respond to, modify, or comment on. All sessions were audio-recorded and transcribed verbatim. A deductive-inductive approach was adopted for analysis, beginning with Author 1 identifying emergent themes from the data, following a two-level analysis, informed by Murray’s (2015) distinction between descriptive and interpretative analyses. At descriptive level, Author 1 organized the emergent themes within three phases (beginning, middle, and end). Building on the initial thematic organization, Author 1 linked the themes to the broader theoretical framework, including Bandura’s Social Cognitive Theory (1997), and the three reciprocal processes of self-regulation by Schunk and DiBenedetto (2020, p.3). Simultaneously, Author 1 developed a coding scheme on the basis of Radnor’s (2001) model for clearer structure and theoretical grounding for interpreting data. The interpretative analysis process was repeated iteratively and refined collaboratively by Author 1 and Author 2. Specifically, Author 2 reviewed the interviewer summaries, and examined selected excerpts provided by Author 1 several times. The two authors reached consensus on the coding process through repeated iterative discussions. Once the interpretations of data were finalized, all members of the research team reviewed the interpretations to ensure the analysis process was well-grounded and consistent. Conclusions, Expected Outcomes or Findings To be a self-regulated agent requires engagement in self-initiated changes by remaining mindful of and accountable for one’s learning processes in order to attain desired outcomes. However, accurate self-evaluations of one’s competence can be an inherently difficult task, given that feedback information is often incomplete, difficult to access, and biased (Carter & Dunning, 2008). A personally valued experience which learners perceived as more useful and meaningful can be understood in terms of the extent to which it offered more authentic evidence for them to integrate in their self-evaluations of self-efficacy and choices regarding engagement in an activity. Learners’ undesirable affective reactions (i.e., awkwardness) to specific experiences indicated the crucial role of authenticity in social interactions when speaking Chinese, appearing to function as a source of impetus for learners’ self-initiated changes to achieve speaking fluency. However, the extent to which learners were self-efficacious about a highly personally valued task may not automatically correspond to how they experienced meaningful engagement or evaluated the outcomes in relation to their self-defined satisfaction and success. Fostering personal meaning and connecting self-relevance into learning activities in higher education has gained increased attention regarding its importance in promoting internalization of extrinsic motivation (Vansteenkiste et al., 2018), because the intrinsically motivating activities may provide opportunities for learners to “function in a spontaneous and authentic way” (Vansteenkiste & Soenens, 2023, p.124). While narrative approaches present certain limitations, our findings offer insights that may serve as a starting point for exploring the joint roles of self-efficacy and task values in authentic self-evaluations that fosters agency in the context of FL motivations. References Bandura, A. (1997). Self-efficacy: The exercise of control. New York, N.Y.: Freeman. Carter, T. J., & Dunning, D. (2008). Faulty Self-Assessment: Why Evaluating One’s Own Competence Is an Intrinsically Difficult Task: Faulty Self-Assessment. Social and Personality Psychology Compass, 2(1), 346–360. https://doi.org/10.1111/j.1751-9004.2007.00031.x Dörnyei, Z., & Al-Hoorie, A. H. (2017). The Motivational Foundation of Learning Languages Other Than Global English: Theoretical Issues and Research Directions. The Modern Language Journal, 101(3), 455–468. https://doi.org/10.1111/modl.12408 Graham, S. (2022). Self-efficacy and language learning – what it is and what it isn’t. The Language Learning Journal, 50(2), 186–207. https://doi.org/10.1080/09571736.2022.2045679 Klemenčič, M. (2023). A theory of student agency in higher education. In C. Baik & E. R. Kahu (Eds.), Research Handbook on the Student Experience in Higher Education (pp. 25–40). Edward Elgar Publishing. https://doi.org/10.4337/9781802204193.00010 Lusin, N. (2021). Enrollments in Languages Other Than English in US Institutions of Higher Education, Fall 2021. Mercer, S (2011). Understanding learner agency as a complex dynamic system. System, 39(4), 427–436. https://doi.org/10.1016/j.system.2011.08.001 Murray, M. (2015). Narrative psychology. Qualitative psychology: A practical guide to research methods, 85-107. NRC. (2024, November 4). Talenstudies verdwijnen want studenten doen liever een brede bachelor. NRC. https://www.nrc.nl/nieuws/2024/11/04/talenstudies-verdwijnen-want-studenten-doen-liever-een-brede-bachelor-a4871710 Radnor, H. (2001). Researching your professional practice: Doing interpretive research. Buckingham, UK: Open University. Schunk, D. H., & DiBenedetto, M. K. (2015). Self-Efficacy: Education Aspects. In International Encyclopedia of the Social & Behavioral Sciences (Second Edition, Vol. 21, pp. 515–521). Elsevier Ltd. https://doi.org/10.1016/B978-0-08-097086-8.92019-1 Schunk, D. H., & DiBenedetto, M. K. (2020). Motivation and social cognitive theory. Contemporary Educational Psychology, 60, 101832. https://doi.org/10.1016/j.cedpsych.2019.101832 Schunk, D.H. & Pajares, F.. (2010). Self-Efficacy Beliefs. International Encyclopedia of Education. Usher, E. L., & Schunk, D. H. (2017). Social cognitive theoretical perspective of self-regulation. InHandbook of self-regulation of learning and performance(pp. 19-35). Routledge. Vansteenkiste, M., & Soenens, B. (2023). Less Is Sometimes More: Differentiating “Mustivation” from “Wantivation.” In M. Bong, J. Reeve, & S. Kim (Eds.), Motivation Science (1st ed., pp. 123–129). Oxford University PressNew York. https://doi.org/10.1093/oso/9780197662359.003.0021 Vansteenkiste, M., Aelterman, N., De Muynck, G.-J., Haerens, L., Patall, E., & Reeve, J. (2018). Fostering Personal Meaning and Self-relevance: A Self-Determination Theory Perspective on Internalization. The Journal of Experimental Education, 86(1), 30–49. https://doi.org/10.1080/00220973.2017.1381067 Zimmerman, B. J. (2000). Self-efficacy: An essential motive to learn. Contemporary educational psychology, 25(1), 82-91. | ||
