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Gamifying Irish-language learning
Geraldine Exton; Liam MurrayUniversity 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 MotivationTaxonomy
➢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 MotivationTaxonomy
Game Element Competence Autonomy RelatednessAchievements ●
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 DuolingoCOMPETENCE• Duolingo home
page: skills tree (achievements)
• High emphasis on mastery of skills
• 9/11 elements fulfil competence needs
Gamification in DuolingoAUTONOMY• Duolingo lingot
store• 4/11 Autonomy-
related• Choice re:
avatars, discussion forums, gifting & virtual goods (lingots)
Gamification in DuolingoRELATEDNESS• Duolingo
discussion page
• Discussion forums: communities of practice
• 9/11 Relatedness
Gamification in DuolingoFrom 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
ReferencesBogost, 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.pptxReeves, 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