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Gamification i Duolingo : Vilka aspekter bidrar mest till motivation? / Gamification in Duolingo

This thesis addresses the research question; ‘Which aspects of gamification contribute the most to motivate people using the application Duolingo?’. This has been done through a quantitative questionnaire study, which we have distributed to people (n=644) that shows familiarity with the application. Within the survey they can state their opinion on a range of different statements through a scaling system of 1-7 and if the participants have anything to add then they can write about it at the end of the survey. The results showed that there are several key factors, such as the users age, that impact how effective certain gamified functions are at motivating the user. This is also the focus of our secondary research question; Which potential factors impact the experience of gamification elements among Duolingo users? Additionally, there is a difference in the perceived and the acted upon motivating factors in gamification. Consistently collecting rewards, as well as the leaderboard are gamification features that are found to be some of the top motivators but differ in how actively they are viewed by the user. Ultimately there is some overlap showing that the progress map for the Units and the streak function are the most motivating overall.

Identiferoai:union.ndltd.org:UPSALLA1/oai:DiVA.org:umu-208593
Date January 2023
CreatorsNyberg, Nora, Svärd, Linnéa, Åberg, Agnes
PublisherUmeå universitet, Institutionen för informatik
Source SetsDiVA Archive at Upsalla University
LanguageSwedish
Detected LanguageEnglish
TypeStudent thesis, info:eu-repo/semantics/bachelorThesis, text
Formatapplication/pdf
Rightsinfo:eu-repo/semantics/openAccess
RelationInformatik Student Paper Bachelor (INFSPB) ; SPB 2023:32

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