54,899
Views
27
CrossRef citations to date
0
Altmetric
Articles

Gamification in mobile-assisted language learning: a systematic review of Duolingo literature from public release of 2012 to early 2020

ORCID Icon, ORCID Icon, ORCID Icon, ORCID Icon & ORCID Icon

References (* denotes an included record for review)

  • *Abaunza, G., Martinez-Abad, F., & Conde-Rodriguez, M. J. (2019, October). Web applications in the EFL class in contexts rural school Colombian: Aplicaciones web en la clase de EFL en contextos de escuela rural colombiana. In Proceedings of the Seventh International Conference on Technological Ecosystems for Enhancing Multiculturality, TEEM 2019, pp. 1–6. doi:10.1145/3362789.3362879
  • *Ahmed, H. (2016). Duolingo as a bilingual learning app: A case study. Arab World English Journal, 7(2), 255–267. doi:10.24093/awej/vol7no2.17
  • *Ajisoko, P. (2020). The use of Duolingo apps to improve English vocabulary learning. International Journal of Emerging Technologies in Learning, 15(07), 149–155. doi:10.3991/ijet.v15i07.13229
  • Akbari, Z. (2015). Current challenges in teaching/learning English for EFL learners: The case of Junior High School and High School. Procedia - Social and Behavioral Sciences, 199, 394–401. doi:10.1016/j.sbspro.2015.07.524
  • *Al-Sabbagh, K. W., Bradley, L., & Bartram, L. (2019). Mobile language learning applications for Arabic speaking migrants – A usability perspective. Language Learning in Higher Education, 9(1), 71–95. doi:10.1515/cercles-2019-0004
  • *Alsaif, S. A. M., & Farhana, D. D. (2019). Vocabulary learning through Duolingo mobile application: Teacher acceptance, preferred application features and problems. International Journal of Recent Technology and Engineering, 8(2s9), 79–85. doi:10.35940/ijrte.B1017.0982S919
  • Bacca, J., Baldiris, S., Fabregat, R., Graf, S., & Kinshuk. (2014). Augmented reality trends in education: A systematic review of research and applications. Journal of Educational Technology & Society, 17(4), 133–149. http://www.jstor.org/stable/jeductechsoci.17.4.133
  • Block, D. (2003). The social turn in second language acquisition. Edinburgh: Edinburgh University Press. doi:10.3366/j.ctvxcrwd8
  • Bunchball, I. (2010). Gamification 101: An introduction to the use of game dynamics to influence behavior [White paper]. Retrieved from http://jndglobal.com/wp-content/uploads/2011/05/gamification1011.pdf
  • Burston, J. (2014). MALL: The pedagogical challenges. Computer Assisted Language Learning, 27(4), 344–357. doi:10.1080/09588221.2014.914539
  • *Bustillo, J., Rivera, C., Guzmán, J. G., & Acosta, L. R. (2017). Benefits of using a mobile application in learning a foreign language. Sistemas y Telemática, 15(40), 55–68. doi:10.18046/syt.v15i40.2391
  • *Campos, A. A. M. (2017). Adopting smartphone applications for second language acquisition: Investigating readiness and acceptance of mobile learning in two higher education institutions (Doctoral dissertation). Universidade NOVA de Lisboa (Portugal), ProQuest Dissertations Publishing.
  • *Carvalho, M., & Oliveira, L. (2017). Emotional design in web interfaces. Observatorio (OBS*), 11(2), 14–34. doi:10.15847/obsOBS1122017905
  • Castañeda, D. A., & Cho, M. H. (2016). Use of a game-like application on a mobile device to improve accuracy in conjugating Spanish verbs. Computer Assisted Language Learning, 29(7), 1195–1204. doi:10.1080/09588221.2016.1197950
  • Catania, A.C., & Harnad, S. (1988). The operant behaviorism of B. F. Skinner: Comments and consequences. New York, NY: Cambridge University Press.
  • Celce-Murcia, M., Brinton, D. M., Goodwin, J. M., & Griner, B.) (2010). Teaching pronunciation: A course book and reference guide (2nd ed.). New York, NY: Cambridge University Press.
  • Charness, N., & Boot, W. R. (2009). Aging and information technology use: Potential and barriers. Current Directions in Psychological Science, 18(5), 253–258. doi:10.1111/j.1467-8721.2009.01647.x
  • Chen, M. L. (2014). Age differences in the use of language learning strategies. English Language Teaching, 7(2), 144–151. doi:10.5539/elt.v7n2p144
  • Chik, A. (2020). Humorous interaction, language learning, and social media. World Englishes, 39(1), 22–35. doi:10.1111/weng.12443
  • *Corrêa, C. R. (2019). A gamificação e o ensino/aprendizagem de segunda língua: Um olhar investigativo sobre o Duolingo. Revista Linguagem & Ensino, 22(4), 1020–1039. doi:10.15210/rle.v22i4.16471
  • Creswell, J. W. (2014). Research design: Qualitative, quantitative, and mixed methods approaches. Thousand Oaks, CA: Sage Publications.
  • Creswell, J. W., & Clark, V. L. P. (2018). Designing and conducting mixed methods research (3rd ed.). Thousand Oaks, CA: Sage Publications.
  • Creswell, J. W., & Poth, C. N. (2016). Qualitative inquiry and research design: Choosing among five approaches (4th ed.). Thousand Oaks, CA: Sage Publications.
  • *Davis, D. J. (2015). Mapping student activity data to the visual design of online learning environments (Doctoral dissertation). Georgetown University.
  • Dehganzadeh, H., & Dehganzadeh, H. (2020). Investigating effects of digital gamification-based language learning: A systematic review. Journal of English Language Teaching and Learning, 12(25), 53–93.
  • Dehganzadeh, H., Fardanesh, H., Hatami, J., Talaee, E., & Noroozi, O. (2019). Using gamification to support learning English as a second language: A systematic review. Computer Assisted Language Learning, 1–24. doi:10.1080/09588221.2019.1648298
  • Dörnyei, Z. (2014). The psychology of the language learner: Individual differences in second language acquisition. New York, NY: Routledge.
  • Duolingo. (2021). About us: Mission. Retrieved from https://www.duolingo.com/info
  • Duolingo. (2021). About us: Approach. Retrieved from https://www.duolingo.com/approach
  • Duolingo Help Center. (2020). What is Duolingo?https://support.duolingo.com/hc/en-us/articles/204829090-What-is-Duolingo-
  • *Eisenlauer, V. (2014). Multimodality in mobile-assisted language learning. Communications in Computer and Information Science, 479, 328–338. doi:10.1007/978-3-319-13416-1_32
  • *Fadhli, M., Sukirman, S., Ulfa, S., Susanto, H., & Syam, A. R. (2020). Gamifying children’s linguistic intelligence with the Duolingo app: A case study from Indonesia. In S. Papadakis, & M. Kalogiannakis (Eds.), Mobile learning applications in early childhood education (pp. 122–135). Hershey, PA: IGI Global. doi:10.4018/978-1-7998-1486-3.ch007
  • Fennell, P. G., Zuo, Z., & Lerman, K. (2019). Predicting and explaining behavioral data with structured feature space decomposition. EPJ Data Science, 8(1), 1–27. doi:10.1140/epjds/s13688-019-0201-0
  • *Gadanecz, P. (2018). The nature of positive emotions via online language learning. In 2018 9th IEEE International Conference on Cognitive Infocommunications (CogInfoCom), 197–204. IEEE. doi:10.1109/CogInfoCom.2018.8639965
  • *Gafni, R., Biran Achituv, D., & Rahmani, G. (2017). Learning foreign languages using mobile applications. Journal of Information Technology Education: Research, 16(1), 301–317. doi:10.28945/3855
  • Garland, C. M. (2015). Gamification and implications for second language education: A meta analysis (Master’s thesis). Cloud State University, St. Retrieved from https://repository.stcloudstate.edu/cgi/viewcontent.cgi?article=1043&context=engl_etds
  • Ghosh, I. (2020, February 15th). Ranked: The 100 most spoken languages around the world. Visual Capitalist. Retrieved from https://www.visualcapitalist.com/100-most-spoken-languages/
  • Glassman, M. (2016). Educational psychology and the internet. New York, NY: Cambridge University Press.
  • Glen, S. (2021). Experimental design. StatisticsHowTo.com. Retrieved from https://www.statisticshowto.com/experimental-design/
  • Golonka, E. M., Bowles, A. R., Frank, V. M., Richardson, D. L., & Freynik, S. (2014). Technologies for foreign language learning: A review of technology types and their effectiveness. Computer Assisted Language Learning, 27(1), 70–105. doi:10.1080/09588221.2012.700315
  • Govender, T., & Arnedo-Moreno, J. (2020). A survey on gamification elements in mobile language-learning applications. In Eighth International Conference on Technological Ecosystems for Enhancing Multiculturality (TEEM’20), October 21–23, 2020, Salamanca, Spain. ACM, New York, NY. doi:10.1145/3434780.3436597
  • Grant, S. P., Mayo-Wilson, E., Melendez-Torres, G. J., & Montgomery, P. (2013). Reporting quality of social and psychological intervention trials: A systematic review of reporting guidelines and trial publications. PLoS One, 8(5), e65442. doi:10.1371/journal.pone.0065442
  • *Guaqueta, C. A., & Castro-Garces, A. Y. (2018). The use of language learning apps as a didactic tool for EFL vocabulary building. English Language Teaching, 11(2), 61–71. doi:10.5539/elt.v11n2p61
  • Habermas, J. (2006). Political communication in media society: Does democracy still enjoy an epistemic dimension? The impact of normative theory on empirical research. Communication Theory, 16(4), 411–426. doi:10.1111/j.1468-2885.2006.00280.x
  • Han, Y.J. (2015). Successfully flipping the ESL classroom for learner autonomy. NYS TESOL Journal, 2(1), 98–109.
  • Hanus, M. D., & Fox, J. (2015). Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance. Computers & Education, 80, 152–161. doi:10.1016/j.compedu.2014.08.019
  • Hinkel, E. (Ed.). (2016). Teaching English grammar to speakers of other languages. New York, NY: Routledge.
  • Huang, W. H. Y., & Soman, D. (2013). Gamification of education. Report Series: Behavioural Economics in Action, 1–29.
  • *Huynh, D., Zuo, L., & Iida, H. (2016). Analyzing gamification of “Duolingo” with focus on its course structure. In International Conference on Games and Learning Alliance (pp. 268–277). Cham: Springer. doi:10.1007/978-3-319-50182-6_24
  • *Huynh, D., Zuo, L., & Iida, H. (2018). An assessment of game elements in language-learning platform Duolingo. In 2018 4th International Conference on Computer and Information Sciences (ICCOINS) (pp. 1–4). doi:10.1109/ICCOINS.2018.8510568
  • Hwang, W. Y., Chen, C. Y., & Chen, H. S. (2011, October). Facilitating EFL writing of elementary school students in familiar situated contexts with mobile devices. In 10th World Conference on Mobile and Contextual Learning, 18-21, October 2011, Beijing, China: MLearn2011 Conference Proceedings, 15–23.
  • Iaremenko, N. (2017). Enhancing English language learners’ motivation through online games. Information Technologies and Learning Tools, 59(3), 126–133. doi:10.33407/itlt.v59i3.1606
  • *Iida, H. (2017). Serious games discover game refinement measure. In 2017 International Conference on Electrical Engineering and Computer Science (ICECOS), 1–6. doi:10.1109/ICECOS.2017.8167112
  • *Izzyann, F., Huynh, D., Xiong, S., Aziz, N., & Iida, H. (2018). Comparative study: Case study in analyzing gamification between mind-snacks and Duolingo. JP Journal of Heat and Mass Transfer, SV2018(1), 101–106. doi:10.17654/HMSI118101
  • *James, K. K., & Mayer, R. E. (2019). Learning a second language by playing a game. Applied Cognitive Psychology, 33(4), 669–674. doi:10.1002/acp.3492
  • Johansen, M., & Thomsen, S. F. (2016). Guidelines for reporting medical research: A critical appraisal. International Scholarly Research Notices, 2016, 1–7. doi:10.1155/2016/1346026
  • Kapp, K. M. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education. San Francisco, CA: John Wiley & Sons.
  • Kennedy, K., & Chi-Kin Lee, J. (2018). Routledge international handbook of schools and schooling in Asia. New York, NY: Routledge.
  • Kondo, M., Ishikawa, Y., Smith, C., Sakamoto, K., Shimomura, H., & Wada, N. (2012). Mobile assisted language learning in university EFL courses in Japan: Developing attitudes and skills for self-regulated learning. ReCALL, 24(2), 169–187. doi:10.1017/S0958344012000055
  • Kubota, R. (2003). New approaches to gender, class, and race in second language writing. Journal of Second Language Writing, 12(1), 31–47. doi:10.1016/S1060-3743(02)00125-X
  • Kubota, R., & Lin, A. M. (Eds.). (2009). Race, culture, and identities in second language education: Exploring critically engaged practice. New York, NY: Routledge.
  • Kukulska-Hulme, A., & Viberg, O. (2018). Mobile collaborative language learning: State of the art. British Journal of Educational Technology, 49(2), 207–218. doi:10.1111/bjet.12580
  • Lantolf, J., Thorne, S. L., & Poehner, M. (2015). Sociocultural theory and second language development. In B. van Patten & J. Williams (Eds.), Theories in second language acquisition (pp. 207–226). New York: Routledge.
  • Laurel, B., Crisp, D. G., & Lunenfeld, P. (2001). Utopian entrepreneur. Cambridge, MA: MIT Press.
  • Liyanage, I., & Bartlett, B. J. (2012). Gender and language learning strategies: Looking beyond the categories. The Language Learning Journal, 40(2), 237–253. doi:10.1080/09571736.2011.574818
  • Loeb. (2018, June 22nd). When Duolingo was young: The early years. Vator, Inc. Retrieved from https://vator.tv/news/2018-06-22-when-duolingo-was-young-the-early-years
  • *Loewen, S., Crowther, D., Isbell, D. R., Kim, K. M., Maloney, J., Miller, Z. F., & Rawal, H. (2019). Mobile-assisted language learning: A Duolingo case study. ReCALL, 31(3), 293–311. doi:10.1017/S0958344019000065
  • *Lotze, N. (2019). Duolingo: Motivating students via m‐homework. TESOL Journal, 11(1), 1–3. doi:10.1002/tesj.459
  • Lui, S. (2014). Use of gamification in vocabulary learning: A case study in Macau. In 4th CELC Symposium Proceedings, 90–97.
  • *Luke, J. Y., Wiharja, C. K., & Sidupa, C. (2018). The effectiveness level and positive values of practicing translation using mobile app DUOLINGO for Indonesian freshmen students. In Proceedings of the 2nd International Conference on E-Society, E-Education and E-Technology, 26–29. doi:10.1145/3268808.3268834
  • *Macalister, J. (2017). Language learning principles and MALL: Reflections of an adult learner. The TESOLANZ Journal, 25, 12–24. https://doi.org/10.1177/0033688218771385.
  • Marczewski, A. (2013). Gamification: A simple introduction. Surrey, UK: Andrzej Marczewski (self-published via kdp.amazon.co.jp).
  • *Marques-Schafer, G., & da Silva Orlando, A. A. (2018). Languages learning conceptions and Duolingo: A critical analysis on its proposals and learners experiences. Texto Livre - Linguagem e Tecnologia, 11(3), 228–251.
  • *Martinelli, M. (2016). Effectiveness of online language learning software (Duolingo) on italian pronunciation features: A case study (Doctoral dissertation). University of Hawaii, Manoa. Retrieved from https://shareok.org/bitstream/handle/11244/54566/Martinelli_okstate_0664M_14766.pdf?sequence=1&isAllowed=y
  • Menekse, M., Anwar, S., & Purzer, S. (2018). Self-efficacy and mobile learning technologies: A case study of CourseMIRROR. In C. Hodges (Ed.) Self-efficacy in instructional technology contexts. Cham: Springer. doi:10.1007/978-3-319-99858-9_4
  • Moher, D., Liberati, A., Tetzlaff, J., Altman, D. G., & The PRISMA Group. (2009). Preferred reporting items for systematic reviews and meta-analyses: The PRISMA statement. PLoS Medicine, 6(7), e1000097. doi:10.1371/journal.pmed.1000097
  • Moher, D., Shamseer, L., Clarke, M., Ghersi, D., Liberati, A., Petticrew, M., … Stewart, L. A. (2015). Preferred reporting items for systematic review and meta-analysis protocols (PRISMA-P) 2015 statement. Systematic Reviews, 4(1), 1–9. doi:10.1186/2046-4053-4-1
  • Munday, P. (2016). The case for using DUOLINGO as part of the language classroom experience. RIED. Revista Iberoamericana de Educación a Distancia, 19(1), 83–101. doi:10.5944/ried.19.1.14581
  • Nah, F. F. H., Telaprolu, V. R., Rallapalli, S., & Venkata, P. R. (2013, July). Gamification of education using computer games. In International Conference on Human Interface and the Management of Information, 99–107. Springer.
  • *Northrop, L., & Andrei, E. (2019). More than just word of the day: Vocabulary apps for English learners. The Reading Teacher, 72(5), 623–630. doi:10.1002/trtr.1773
  • *Notaro, G. M., & Diamond, S. G. (2018). Development and demonstration of an integrated EEG, eye-tracking, and behavioral data acquisition system to assess online learning. In Proceedings of the 10th International Conference on Education Technology and Computers, 105–111. doi:10.1145/3290511.3290526
  • Nushi, M., & Eqbali, M. H. (2017). Duolingo: A mobile application to assist second language learning. Teaching English with Technology, 17(1), 89–98. https://files.eric.ed.gov/fulltext/EJ1135889.pdf
  • *Pramesti, A. S. (2020). Students’ perception of the use of mobile application Duolingo for learning English. International Journal of Scientific and Technology Research, 9(1), 1800–1804. Retrieved from http://www.ijstr.org/final-print/jan2020/Students-Perception-Of-The-Use-Of-Mobile-Application-Duolingo-For-Learning-English.pdf
  • *Rachels, J. R., & Rockinson-Szapkiw, A. J. (2018). The effects of a mobile gamification app on elementary students’ Spanish achievement and self-efficacy. Computer Assisted Language Learning, 31(1-2), 72–89. doi:10.1080/09588221.2017.1382536
  • Rafek, M. B., Ramli, N. H. L. B., Iksan, H. B., Harith, N. M., & Abas, A. I. B. C. (2014). Gender and language: Communication apprehension in second language learning. Procedia - Social and Behavioral Sciences, 123, 90–96. doi:10.1016/j.sbspro.2014.01.1401
  • Research – Duolingo. (n.d). Research - Duolingo. Retrieved from https://research.duolingo.com/
  • *Rolando, A. P. P., Gabriela, R. E. A., Carolina, M. S. E., & Antonio, A. R. M. (2019). Incidencia de Duolingo en el desarrollo de las habilidades comunicacionales verbales del idioma ingles a nivel de educación superior. European Scientific Journal ESJ, 15(16), 29–44. doi:10.19044/esj.2019.v15n16p29
  • *Salcedo, S. P., Fernandez, F. H., & Duarte, J. E. (2018). Mejora de la habilidad de escritura en inglés en niños con Síndrome de Down con el apoyo de nuevas tecnologías. Revista Espacios, 39(10), 18–31.
  • Saldaña, J. (2016). The coding manual for qualitative researchers (3rd ed.). Thousand Oaks, CA: Sage Publications.
  • *Salomão, R. C. S., Rebelo, F., & Rodríguez, F. G. (2015). Defining Personas of university students for the development of a digital educational game to learn Portuguese as a foreign language. Procedia Manufacturing, 3, 6214–6222. doi:10.1016/j.promfg.2015.07.941
  • Salvador-Oliván, J. A., Marco-Cuenca, G., & Arquero-Avilés, R. (2019). Errors in search strategies used in systematic reviews and their effects on information retrieval. Journal of the Medical Library Association, 107(2), 210–221. doi:10.5195/jmla.2019.567
  • Schaffhauser, D. (2020). Remote learning will continue growing over the next three years. The Journal. Retrieved from https://thejournal.com/articles/2020/10/29/remote-learning-will-continue-growing-over-the-next-three-years.aspx
  • Shadiev, R., Liu, T., & Hwang, W. Y. (2020). Review of research on mobile‐assisted language learning in familiar, authentic environments. British Journal of Educational Technology, 51(3), 709–720. doi:10.1111/bjet.12839
  • Silver, L. (2019, February 5th). Smartphone ownership is growing rapidly around the world, but not always equally. Pew Research Center. Retrieved from https://www.pewresearch.org/global/2019/02/05/smartphone-ownership-is-growing-rapidly-around-the-world-but-not-always-equally/
  • Skehan, P. (2014). Individual differences in second language learning. New York, NY: Routledge.
  • *Škuta, P., & Kostolányová, K. (2016). The Inclusion of gamification elements in the educational process. DIVAI, 2016, 421–429. doi:10.13140/RG.2.1.3026.7766
  • Sønderlund, A. L., Hughes, E., & Smith, J. (2019). The efficacy of learning analytics interventions in higher education: A systematic review. British Journal of Educational Technology, 50(5), 2594–2618. doi:10.1111/bjet.12720
  • Teske, K. (2017). Duolingo. CALICO Journal, 34(3), 393–401. doi:10.1558/cj.32509
  • Toland, S. H., Mills, D. J., & Kohyama, M. (2016). Enhancing Japanese university students’ English-language presentation skills with mobile-video recordings. The JALT CALL Journal, 12(3), 179–201. doi:10.29140/jaltcall.v12n3.207
  • Turan, Z., & Akdag-Cimen, B. (2019). Flipped classroom in English language teaching: A systematic review. Computer Assisted Language Learning, 33(5-6), 590–606. doi:10.1080/09588221.2019.1584117
  • Vehovar, V., Toepoel, V., & Steinmetz, S. (2016). Non-probability sampling. In C. Wolf, D. Joye, T. W. Smith, & Y. Fu, (Eds.), The Sage handbook of survey methods (pp. 329–345). Thousand Oaks, CA: Sage Publications.
  • Viberg, O., & Grönlund, Å. (2012). Mobile assisted language learning: A literature review. In 11th World Conference on Mobile and Contextual Learning. Helsinki, Finland.
  • Vygotsky, L. S. (1978). Mind in society: The development of higher psychological processes. Cambridge, MA: Harvard University Press.
  • Vygotsky, L. S. (1997). Thinking and speech. In R. W. Rieber & A. S. Carton (Eds.), The collected works of L. S. Vygotsky: Vol. 1. Problems of general psychology (pp. 39–285). New York, NY: Plenum Press. doi:10.1007/978-1-4613-1655-8
  • Werbach, K. (2014, May). (Re)defining gamification: A process approach. In A. Spagnolli, L. Chittaro, & L. Gamberini (Eds.), International conference on persuasive technology (pp. 266–272). New York, NY: Springer. doi:10.1007/978-3-319-07127-5_23
  • Wu, W. H., Wu, Y. C. J., Chen, C. Y., Kao, H. Y., Lin, C. H., & Huang, S. H. (2012). Review of trends from mobile learning studies: A meta-analysis. Computers & Education, 59(2), 817–827. doi:10.1016/j.compedu.2012.03.016
  • *Yao, W. (2018). Narrative casual learning: Explore a new way of learning a language through a Game: Mandarin mystery (Doctoral dissertation). Northeastern University.