Duolingo: Gamifying Irish-language learning

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<p>PowerPoint Presentation</p> <p>Gamifying Irish-language learning</p> <p>Geraldine Exton; Liam MurrayUniversity of Limerick,Ireland</p> <p>Duolingowww.duolingo.com Freely available/inclusive/accessibleCrowdsourcing/TranslationIrish track, August 2014 beta versionFeedback from usersNow fully implemented</p> <p>What is Gamification?separate from Games: core of the system</p> <p>Definition:the use of game design elements in non-game contextsDeterding</p> <p>Why Gamification?Motivational affordancesgame elementsto increase participation and engagement of learners</p> <p>Connect gamification and motivation </p> <p>MotivationSelf-Determination TheoryRyan and Deci</p> <p>Three components to be fulfilled: </p> <p>CompetenceAutonomyRelatednessSkill masteryChoice Social connectedness</p> <p>Gamification and MotivationTaxonomy: Linking specific game elements to these components of motivationWhy?Address criticism slaps elements all over the place/ pointsification/ exploitationwareWork the motivational needs into the design</p> <p>Gamification and MotivationTaxonomyTakes 16 elements found in gamesLooks at their target behavioursLinks these to Competence, Autonomy, RelatednessShows why this is importantShows when it occurs in gamified system</p> <p>Gamification and MotivationTaxonomy</p> <p>Game ElementCompetenceAutonomyRelatednessAchievementsAvatarsBadgesBoss FightsCollectionsCombatContent-UnlockingDiscussion forumsGiftingLeader-boardsLevelsPoints QuestsSocial GraphsTeamsVirtual Goods</p> <p>Application to Duolingo</p> <p>Gamification in Duolingo11 out of the 16 elements presentHighly gamified</p> <p>Gamification in DuolingoCOMPETENCEDuolingo home page: skills tree (achievements)High emphasis on mastery of skills9/11 elements fulfil competence needs</p> <p>Gamification in DuolingoAUTONOMYDuolingo lingot store4/11 Autonomy-relatedChoice re: avatars, discussion forums, gifting &amp; virtual goods (lingots)</p> <p>Gamification in DuolingoRELATEDNESSDuolingo discussion pageDiscussion forums: communities of practice9/11 Relatedness</p> <p>Gamification in DuolingoFrom Taxonomy:14/16 Competence9 in Duolingo6/16 Autonomy4 in Duolingo12/16 Relatedness9 in Duolingo</p> <p>Gamification in Duolingo100 million users (as of June 2015)Language learning always looking for ways to motivate learners:gamification is key to Duolingo successAccessible, free, funCommunity of learners helping each other</p> <p>ReferencesBogost, I., (2011) Persuasive Games: Exploitationware [online], available: http://www.gamasutra.com/view/feature/6366/persuasive_games_exploitationware.php [accessed April 7, 2014]Brathwaite, B., &amp; Schreiber, I. (2008). Challenges for Game Designers, Charles River Media.Inc., Rockland, MA.Deterding, S., Dixon, D., Khaled, R., &amp; Nacke, L. (2011). From game design elements to gamefulness: defining gamification. In Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments (pp. 9-15). ACM.Duolingo (2012) Duolingo: Free Language Education for the World [online], available: www.duolingo.com [accessed Feb 24, 2014] Ferro, L. S., Walz, S. P., &amp; Greuter, S. (2013). Towards personalised, gamified systems: an investigation into game design, personality and player typologies. In Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death (p. 7). ACM.Hunicke, R., LeBlanc, M. &amp; Zubek, R. (2004). MDA: A Formal Approach to Game Design and Game Research. Proceedings of the AAAI Workshop on Challenges in Game AI.Huotari, K. &amp; Hamari, J. (2012). Defining gamification : a service marketing perspective. Proceeding of the 16th International Academic MindTrek Conference.Llagostera, E. (2012). On gamification and persuasion. SB Games, Brasilia, Brazil, November 2-4, 2012, 12-21.Protalinski, E., (2015) 100M users strong, Duolingo raises $45M led by Google at a $470M valuation to grow language-learning platform [online], available: http://venturebeat.com/2015/06/10/100m-users-strong-duolingo-raises-45m-led-by-google-at-a-470m-valuation-to-grow-language-learning-platform/ [accessed August 25, 2015]Reeves, B., &amp; Read, J. L. (2009) Total Engagement: Using Games and Virtual Worlds to Change the Way People Work and Businesses Compete. MA: Boston,: Harvard Business School Publishing.</p> <p>References</p> <p>Reinhardt, J., (no date) Developing a Research Agenda for Digital Game-Based L2 Learning [online], available: slat.arizona.edu/sites/slat/files/page/gamesresearchagenda.pptxReeves, B., &amp; Read, J. L. (2009) Total Engagement: Using Games and Virtual Worlds to Change the Way People Work and Businesses Compete. MA: Boston,: Harvard Business School Publishing.Reinhardt, J., (no date) Developing a Research Agenda for Digital Game-Based L2 Learning [online], available: slat.arizona.edu/sites/slat/files/page/gamesresearchagenda.pptx[accessed August 18, 2015]Robertson, M., (2010) Cant Play Wont Play [online], available: http://hideandseek.net/2010/10/06/cant-play-wont-play/ [accessed April 7, 2014]Robinson, D., &amp; Bellotti, V. (2013). A preliminary taxonomy of gamification elements for varying anticipated commitment. In Proc. ACM CHI 2013 Workshop on Designing Gamification: Creating Gameful and Playful Experiences. Ryan, R. M., &amp; Deci, E. L. (2000). Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being.American psychologist,55(1), 68.Thom, J., Millen, D., &amp; DiMicco, J. (2012). Removing gamification from an enterprise SNS. In Proceedings of the ACM 2012 conference on Computer Supported Cooperative Work (pp. 1067-1070). ACM.von Ahn, L., (2014) Duolingo turns two today! [online], available: https://www.duolingo.com/comment/3412629 [accessed January 28, 2015]Werbach, K and Hunter, D, (2012) For the Win: How Game Thinking Can Revolutionize Your Business, University of Pennsylvania, Wharton Digital Press</p>