Designing gamified systems and state of the art : how can systems go beyond points and badges? : a case study of Duolingo and the utilisation of social elements in the gamification design
Chang, Lele (2024)
Kandidaatintyö
Chang, Lele
2024
School of Engineering Science, Tietotekniikka
Kaikki oikeudet pidätetään.
Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi-fe2024061955567
https://urn.fi/URN:NBN:fi-fe2024061955567
Tiivistelmä
Gamification offers a promising solution to enhance motivation in the learning process. This study explores the utilization of gamification in Mobile-assisted Language Learning, with a focus on case study of Duolingo. This thesis employs the Five-Dimensional Taxonomy and questionnaire research method to assess the impact of these gamification elements on user motivation and to identify potential improvements in gamification strategies, especially for implementing social element, to enhance the language learning experience.
