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.