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The Influence of Duolingo's Gamified Design Elements : A study on maintaining user engagement

This study investigates the impact of specific gamification elements in the Duolingo application on user experience, engagement, and motivation in language learning. Despite the widespread integration of gamification in educational technologies, there is a lack of detailed analysis on how individual elements—such as streaks, levels, XP, lingots, hearts, badges, and rewards—affect learning outcomes. To address this gap, we conducted A/B testing with two prototypes of Duolingo: one with gamification elements (Gamified Duolingo) and one without (Non-Gamified Duolingo). Six participants, who do not have Swedish as their native language, completed a Swedish lesson using both prototypes. The results indicate that specific gamification features significantly enhance user engagement and motivation. Elements like streaks and badges were particularly effective in motivating users to maintain consistent learning habits and achieve milestones. However, some participants found that overemphasizing gamification could distract from deeper learning. This suggests that while gamification can positively impact user experience, it needs to be carefully balanced to avoid potential drawbacks. The study's findings have practical implications for the design of language learning applications. Customizable and balanced gamification features are recommended to cater to diverse user preferences and enhance overall learning effectiveness. Additionally, timely and relevant feedback through gamification elements can sustain long-term user engagement. Scientifically, this research contributes to a nuanced understanding of how specific gamification components affect learning, emphasizing the importance of personalized and adaptive strategies in educational technologies. Future research should include larger and more diverse participant samples to validate these findings and explore the long-term effects of gamification on language learning. Investigating the underlying psychological mechanisms and adaptive gamification systems could further refine the application of gamification in education, ultimately leading to more effective and user-centered learning solutions.

Identiferoai:union.ndltd.org:UPSALLA1/oai:DiVA.org:hj-64753
Date January 2024
CreatorsCederberg, Wilda, Rus, Andreea-Elena
PublisherJönköping University, JTH, Avdelningen för datateknik och informatik
Source SetsDiVA Archive at Upsalla University
LanguageEnglish
Detected LanguageEnglish
TypeStudent thesis, info:eu-repo/semantics/bachelorThesis, text
Formatapplication/pdf
Rightsinfo:eu-repo/semantics/openAccess

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