Gamification of Language Learning Olivia Hallbourg

How it Impedes Language Learning, using Duolingo (© 2025 Duolingo, Inc.) as an example.

Image 1: Woman on her phone with greeting phrases in different languages surrounding her.

Abstract

It seems that as time moves forward, technology is becoming more complex while the average person’s interactions with it become simpler. This simplification has led to “gamification”, which is making non-game practices into games. The goal of gamification is to make those practices more fun and to motivate users. However, in the process of making the practice more fun, it can impede its original intended outcome. The interface of apps such as Duolingo are an example of this. They attempt to make learning fun but lose the structure that language learning needs in order to be effective. The intended audience of this project are students who are learning foreign languages. By showing them the proper versus improper methods of learning, they will be able to improve their own language practices.

Video Essay

Works Cited

James, Kelsey K., and Richard E. Mayer. “Learning a Second Language by Playing a Game.” Applied Cognitive Psychology, vol. 33, no. 4, July 2019, pp. 669– 74. EBSCOhost, https://doi.org/10.1002/acp.3492.

Loewen, Shawn, et al. “Mobile-Assisted Language Learning: A Duolingo Case Study.” ReCALL, vol. 31, no. 3, Sept. 2019, pp. 293–311. EBSCOhost, https://doi.org/10.1017/S0958344019000065.

Duolingo - Language Lessons. IOS Version 7.71.0 Duolingo, Inc., 2011

Credits:

Created with images by Prathankarnpap - "Close up shot female using her smartphone on wood table." • Syda Productions - "education, communication and translation concept - happy asian woman using smartphone over greeting words in different foreign languages"