control-value-theory
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- PaperLanguage Learning & Technology1 Jan 2026
Pride and shame in CALL: Links to appraisals, engagement, and performance
Kaiqi Shao, Elmakki Amiri, Gulsah Kutuk
The study applied control-value theory to examine pride and shame among 652 Chinese university students in a CALL MOOC. Control and value appraisals positively predicted pride and negatively predicted shame. Pride positively predicted cognitive, emotional, and behavioral engagement, while shame negatively predicted emotional and behavioral engagement but not cognitive engagement, with emotional and behavioral engagement mediating effects on performance.
Original abstract
Guided by the control-value theory of achievement emotions, this study examines the relationships among two understudied foreign language emotions, namely pride and shame, control-value appraisals, engagement, and performance in a Computer-Assisted Language Learning (CALL) setting. A total of 652 Chinese university students from a massive open online course (MOOC) participated in the study. Structural equation modeling (SEM) results showed that control and value appraisals positively predicted pride but negatively predicted shame. Pride positively predicted each of the three dimensions of engagement (i.e., cognitive, emotional, and behavioral) while shame negatively predicted these dimensions, except for cognitive engagement. Emotional and behavioral engagement, but not cognitive engagement, positively predicted performance. Pride and shame mediated the relationship between control-value appraisals and emotional and behavioral engagement, which, in turn, mediated the relationship between pride or shame and performance. Cognitive engagement consistently showed no significant pathways. Overall, pride and shame, along with emotional and behavioral engagement rather than cognitive engagement serially mediated the relationship between control-value appraisals and performance. We discuss the implications for language teachers and highlight the importance of addressing pride and shame, alongside their appraisal antecedents and learning outcomes in CALL.
- PaperLanguage Learning & Technology1 Jan 2026
Incorporating digital multimodal composing into game-enhanced language learning
Ke Le, Mark Peterson, Qin Fan
This study investigated EFL learners' emotional experiences (enjoyment and boredom) during game-enhanced digital multimodal composing (DMC) using Genshin Impact, guided by control-value theory. High achievers reported high enjoyment and moderate boredom, while low achievers experienced higher boredom and moderate enjoyment. Identity played a role in control-value appraisals, with pedagogical implications discussed.
Original abstract
As part of a research project on the use of digital games for language learning, this study explored the emotional trajectory and experiences of EFL learners during game-enhanced digital multimodal composing (DMC), with a focus on enjoyment and boredom. Informed by the control-value theory, this exploratory multiple case study centered on two groups of learners who volunteered to participate in this out-of-school project in which they played the digital game Genshin Impact and completed DMC over the course of six weeks. Both quantitative and qualitative data were collected and analyzed, including emotion questionnaires, participants’ gaming journals, DMC productions, semi-structured interviews, and critical incident forms. The results showed that despite fluctuations, the high achievers in DMC demonstrated high levels of enjoyment and moderate levels of boredom. Low achievers experienced relatively high levels of boredom and moderate levels of enjoyment during DMC tasks. Analysis further revealed the control and value ascribed to the tasks as potential causes for these differences and emotional fluctuations. The findings also highlight the role identity played in the control-value appraisal of the learning activity. The pedagogical implications of the study are discussed and suggestions for future research are provided.