2. Duolingo
• www.duolingo.com
• Freely available/inclusive/accessible
• Crowdsourcing/Translation
• Irish track, August 2014 beta version
• Feedback from users
• Now fully implemented
3. What is Gamification?
•separate from Games: core of the
system
Definition:
•the use of game design elements in
non-game contexts
Deterding
4. Why Gamification?
• Motivational affordances
•game elements
• to increase participation and
engagement of learners
• Connect gamification and motivation
6. Gamification and Motivation
• Taxonomy:
–Linking specific game elements to
these components of motivation
• Why?
–Address criticism
• “slaps” elements all over the place/
”pointsification”/ ”exploitationware”
–Work the motivational needs into
the design
7. Gamification and Motivation
Taxonomy
➢Takes 16 elements found in games
➢Looks at their target behaviours
➢Links these to Competence,
Autonomy, Relatedness
➢Shows why this is important
➢Shows when it occurs in gamified
system
11. Gamification in Duolingo
COMPETENCE
• Duolingo home
page: skills tree
(achievements)
• High emphasis
on mastery of
skills
• 9/11 elements
fulfil competence
needs
12. Gamification in Duolingo
AUTONOMY
• Duolingo lingot
store
• 4/11 Autonomy-
related
• Choice re: avatars,
discussion forums,
gifting & virtual
goods (lingots)
14. Gamification in Duolingo
From Taxonomy:
• 14/16 Competence
–9 in Duolingo
• 6/16 Autonomy
–4 in Duolingo
• 12/16 Relatedness
–9 in Duolingo
15. Gamification in Duolingo
• 100 million users (as of June 2015)
• Language learning always looking for
ways to motivate learners:
• gamification is key to Duolingo
success
• Accessible, free, fun
• Community of learners helping each
other
16. References
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http://www.gamasutra.com/view/feature/6366/persuasive_games_exploitationware.php [accessed
April 7, 2014]
Brathwaite, B., & Schreiber, I. (2008). Challenges for Game Designers, Charles River Media. Inc.,
Rockland, MA.
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www.duolingo.com [accessed Feb 24, 2014]
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17. References
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
Reeves, B., & 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) Can’t Play Won’t Play [online], available:
http://hideandseek.net/2010/10/06/cant-play-wont-play/ [accessed April 7, 2014]
Robinson, D., & 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., & 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., & 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,
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