Archive / GRETA Journal — 2013, Volume 21
Abstract
Duolingo (www.duolingo.com) is a language-learning website that draws upon successful examples of good research and practice from CALL and applies them to a freely accessible, gamified learning platform. Language learners can access it either on the web, mobile or tablet. Gamification, the application of game elements in non-game contexts (Deterding et al, 2011: 9), has been widely criticised as a cynical take on the effectiveness of games to motivate and captivate players (Bogost, 2011). However, the key to the success of Duolingo’s use of gamification is that the game elements are there to motivate learners on the site (Zhang, 2008: 145). The result is a user experience that feels light, fun, and ‘gameful’ (Deterding et al, 2011: 9), and that allows participants to share in their learning experiences. We use a taxonomy we have devised in order to analyse the site in terms of its gamified aspects.
Keywords: Duolingo; gamification; CALL; motivation; gameful learning
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Geraldine Exton; Liam Murray. (2013). Duolingo: An evaluation of gamification for CALL. GRETA Journal, 21, 25–34. https://gretajournal.com/archive-v21-2013-duolingo-an-evaluation-of-gamification-for-call/
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