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Gamifying Irish-
language learning
Geraldine Exton; Liam Murray
University of Limerick,
Ireland
Duolingo
• www.duolingo.com
• Freely available/inclusive/accessible
• Crowdsourcing/Translation
• Irish track, August 2014 beta version
• Feedback from users
• Now fully implemented
What is Gamification?
•separate from Games: core of the
system
Definition:
•the use of game design elements in
non-game contexts
Deterding
Why Gamification?
• Motivational affordances
•game elements
• to increase participation and
engagement of learners
• Connect gamification and motivation
Motivation
• Self-Determination Theory
Ryan and Deci
• Three components to be fulfilled:
Competence Autonomy Relatedness
• Skill mastery • Choice • Social connectedness
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
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
Gamification and Motivation
Taxonomy
Game Element Competence Autonomy Relatedness
Achievements ●
Avatars ● ● ●
Badges ● ●
Boss Fights ●
Collections ● ●
Combat ●
Content-Unlocking ● ●
Discussion forums ● ● ●
Gifting ● ●
Leader-boards ● ●
Levels ● ● ●
Points ●
Quests ● ● ●
Social Graphs ● ●
Teams ●
Virtual Goods ● ● ●
Application to Duolingo
Gamification in Duolingo
• 11 out of the 16 elements present
– Highly gamified
Gamification in Duolingo
COMPETENCE
• Duolingo home
page: skills tree
(achievements)
• High emphasis
on mastery of
skills
• 9/11 elements
fulfil competence
needs
Gamification in Duolingo
AUTONOMY
• Duolingo lingot
store
• 4/11 Autonomy-
related
• Choice re: avatars,
discussion forums,
gifting & virtual
goods (lingots)
Gamification in Duolingo
RELATEDNESS
• Duolingo
discussion page
• Discussion
forums:
communities of
practice
• 9/11 Relatedness
Gamification in Duolingo
From Taxonomy:
• 14/16 Competence
–9 in Duolingo
• 6/16 Autonomy
–4 in Duolingo
• 12/16 Relatedness
–9 in Duolingo
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
References
Bogost, I., (2011) Persuasive Games: Exploitationware [online], available:
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.
Deterding, S., Dixon, D., Khaled, R., & 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., & 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. & 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. & 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., & 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.
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,
University of Pennsylvania, Wharton Digital Press

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Duolingo: Gamifying Irish-language learning

  • 1. Gamifying Irish- language learning Geraldine Exton; Liam Murray University of Limerick, Ireland
  • 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
  • 5. Motivation • Self-Determination Theory Ryan and Deci • Three components to be fulfilled: Competence Autonomy Relatedness • Skill mastery • Choice • Social connectedness
  • 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
  • 8. Gamification and Motivation Taxonomy Game Element Competence Autonomy Relatedness Achievements ● Avatars ● ● ● Badges ● ● Boss Fights ● Collections ● ● Combat ● Content-Unlocking ● ● Discussion forums ● ● ● Gifting ● ● Leader-boards ● ● Levels ● ● ● Points ● Quests ● ● ● Social Graphs ● ● Teams ● Virtual Goods ● ● ●
  • 10. Gamification in Duolingo • 11 out of the 16 elements present – Highly gamified
  • 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)
  • 13. Gamification in Duolingo RELATEDNESS • Duolingo discussion page • Discussion forums: communities of practice • 9/11 Relatedness
  • 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 Bogost, I., (2011) Persuasive Games: Exploitationware [online], available: 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. Deterding, S., Dixon, D., Khaled, R., & 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., & 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. & 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. & 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., & 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.
  • 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, University of Pennsylvania, Wharton Digital Press