skip to main content
10.1145/3148456.3148482acmotherconferencesArticle/Chapter ViewAbstractPublication PagesihcConference Proceedingsconference-collections
research-article

Characterizing gamification strategies in educational mobile applications: a case study of duolingo

Published: 03 November 2015 Publication History

Abstract

The increasing use of mobile devices has favored the use of mobile apps as a learning tool. With this popularity, one of the concerns of Human Computer Interaction area (HCI) is how to motivate users through the interface and interaction model, to make the continued use of these applications. Consequently, new design strategies have been explored to meet the needs of these users. In this sense, the adoption of gamification strategies has contributed positively to the continued use of mobile applications in the educational domain. Motivated by this scenario, this study aims to evaluate and characterize as Duolingo application, considered one of the best applications for teaching languages, has adopted the gamification strategies and, in fact, these strategies contribute as a motivational factor for application use. The results obtained allowed to observe how the strategies adopted by the designer interface have helped to motivate the continued use of this application and, complementarily, may assist in developing and evaluation of applications that make use of gamification as a motivational factor.

References

[1]
Glívia A. R. Barbosa, Geanderson E. dos Santos, and Victor M. de O. Pereira. 2013. Caracterização qualitativa da sociabilidade no Facebook. In Proceedings of the 12th Brazilian Symposium on Human Factors in Computing Systems (IHC '13). Brazilian Computer Society, Porto Alegre, Brazil, Brazil, 72-81.
[2]
Marco A Bomfoco and Victor A Azevedo. 2012. Os jogos eletrônicos e suas contribuições para a aprendizagem na visão de J. P. Gee. Revista Novas Tecnologias na Educação, Porto Alegre, v. 10, n. 3, p. 01--09.
[3]
Flávio Coutinho, Raquel O Prates; Luiz Chaimowicz. 2011. An Analysis of Information Conveyed through Audio in an FPS Game and Its Impact on Deaf Players Experience, in Games and Digital Entertainment (SBGAMES), 2011 Brazilian Symposium on, vol., no., pp.53-62, 7-9 Nov. 2011
[4]
Clarisse S. de Souza. 2005. The Semiotic Engineering of Human-Computer Interaction. MIT Press, Cambridge, MA, U.K. 312 pp. ISBN: 9780262042208
[5]
Clarisse S. de Souza and Carla F. Leitão, C. F. 2009. Semiotic engineering methods for scientific research in HCI. Morgan & Claypool Publishers, Editor: John M. Carroll. Vol. 2, No. 1, Pages 1-122
[6]
Clarisse S. de Souza, Carla F. Leitão, Raquel O. Prates and Elton J. da Silva. 2006. The semiotic inspection method. In Proceedings of VII Brazilian symposium on Human factors in computing systems (IHC '06). ACM, New York, NY, USA, 148-157.
[7]
Clarisse S. de Souza, Carla F. Leitão, Raquel O Prates, Sílvia A. Bim and Elton J. da Silva. 2010. Can inspection methods generate valid new knowledge in HCI? The case of semiotic inspection. In: International Journal of Human-Computer Studies, 68(1-2), 22-40.
[8]
Sebastian Deterding; Dan Dixon; Rilla Khaled and Lennart E. Nacke. 2011. Gamification: Toward a definition. In Proc. of CHI 2011 Gamification Workshop.
[9]
Marcelo L. Fardo. 2013. A gamificação aplicada em ambientes de aprendizagem. Revista Novas Tecnologias na Educação, Porto Alegre, v. 11, n. 1, p. 01--09.
[10]
Google Play (2014). Duolingo, Disponível em: https://play.google.com/store/apps/details?id=com.duolingo&hl=pt_BR. Acesso em mai. 2015.
[11]
James P. Gee. 2004. What video games have to teach us about learning and literacy. Nova York: Palgrave Macmillan.
[12]
Gustavo A. Gusmão. 2013. Avaliação Info - Duolingo. Disponível em: http://info.abril.com.br/downloads/ios/duolingo. Acesso em mai 2015.
[13]
Itunes (2014). Duolingo, Disponível em: https://itunes.apple.com/br/app/duolingo-cursos-gratis-ingles/id570060128?mt=8. Acesso em mai. 2015
[14]
Karl M. Kapp. 2012. The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education. San Francisco: Pfeiffer. 336 pp.
[15]
Nathan Lands and J. R. Bédard. 2011. Gamification Wiki, http://www.gamification.org.
[16]
Raquel O. Prates and Simone D. J. Barbosa. 2003. Avaliação de Interfaces de Usuário - Conceitos e Métodos Anais do XXIII Congresso Nacional da Sociedade Brasileira de Computação. XXII Jornadas de Atualização em Informática (JAI). SBC 2003.
[17]
Raquel O. Prates and Simone D. J. Barbosa. 2007. Introdução à Teoria e Prática da Interação Humano Computador fundamentada na Engenharia Semiótica. In: T. Kowaltowski e K. K. Breitman (Org.). Sociedade Brasileira de Computação. SBC. Rio de Janeiro.
[18]
Raquel O. Prates, Clarisse S. de Souza and Simone D. J. Barbosa. 2000. A method for evaluating the communicability of user interfaces. Interactions. 7(1), 31-38.
[19]
Marc Prensky. 2001. Digital Natives, Digital Immigrants. MCB University Press, vol. 09, n° 05.
[20]
Fabrício F. Pimenta and Bianca S. R. Almeida. 2013. Gamificação de Ambientes Virtuais: Tornando Processo de Ensino-Aprendizagem Mais Atrativo. In: II Simpósio de Inovação Tecnológica na Educação, 2013, Campinas. II Simpósio de Inovação Tecnológica na Educação. Campinas: UNICAMP, 2013. v. 1. p. 1--9.
[21]
Soraia S. Reis and Raquel O. Prates. 2011. Applicability of the semiotic inspection method: a systematic literature review. In Proceedings of the 10th Brazilian Symposium on Human Factors in Computing Systems and the 5th Latin American Conference on Human-Computer Interaction (IHC+CLIHC '11). Brazilian Computer Society, Porto Alegre, Brazil, Brazil, 177-186.
[22]
Alexandre S. Roque; Cristina P. Santos and Eno Geiss. 2013. GameLearning e suas Contribuições ao Ambiente Virtual de Aprendizagem Moodle. In: TISE 2013, vol. 09. Porto Alegre, RS. p. 677--680.
[23]
Marcelle R Silva; Flávio Coutinho and Ana Paula G. S. Oliveira. 2014. Estratégias de comunicação de marketing para o website corporativo do Promenade Champagnat: usando o MIS para o turismo. In Proceedings of the 13th Brazilian Symposium on Human Factors in Computing Systems (IHC '14). Sociedade Brasileira de Computação, Porto Alegre, Brazil, Brazil, 333-336.
[24]
Kevin Werbach and Dan Hunter. 2012. For The Win: How Game Thinking Can Revolutionize Your Business. Filadélfia, Pensilvânia: Wharton Digital Press. 148 p.
[25]
Mark White. 2012. The gamification of business: it's not child's play. 2012. Disponível em: <https://www.deloitte.com/view/pt_BR/br/imprensa/releases/4b9819bc901e7310VgnVCM2000001b56f00aRCRD.htm>. Acesso em: nov. 2014.
[26]
Gabe Zichermann and Christopher Cunningham. 2011. Gamification by Design - Implementing Game Mechanics in Web and Mobile Apps. (1st ed.). O'Reilly Media, Inc.

Recommendations

Comments

Information & Contributors

Information

Published In

cover image ACM Other conferences
IHC '15: Proceedings of the 14th Brazilian Symposium on Human Factors in Computing Systems
November 2015
514 pages
ISBN:9781450353625
DOI:10.1145/3148456
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 03 November 2015

Permissions

Request permissions for this article.

Check for updates

Author Tags

  1. educational mobile apps
  2. gamification
  3. semiotic engineering
  4. semiotic inspection method

Qualifiers

  • Research-article

Conference

IHC 2015

Acceptance Rates

Overall Acceptance Rate 331 of 973 submissions, 34%

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • 0
    Total Citations
  • 365
    Total Downloads
  • Downloads (Last 12 months)66
  • Downloads (Last 6 weeks)5
Reflects downloads up to 20 Feb 2025

Other Metrics

Citations

View Options

Login options

View options

PDF

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

Figures

Tables

Media

Share

Share

Share this Publication link

Share on social media