In an effort to examine a learning event through critical inquiry, as a team, we needed to decide on a particular learning event as well as a delivery technology. For the purpose of this exercise, our team chose to learn another language using Duolingo.  Individually we were asked to identify a question that we would like to pursue as we explore Duolingo.   I, personally, would like to know if the effectiveness of the gamified learning that is employed in Duolingo is affected by time spent.  If I enjoy the app and use it more often or if I have a particular goal in mind that leads me to use the app more often, will Duolingo be more effective than for a learner who does not enjoy the app or are not necessarily using it because they chose to.

Vesselinov & Grego, (2012) indicate that 88% of the study participants enjoyed using the app and that the most improvements were made in the groups that were using the app for travel.  This may indicate that either enjoyment or goals minded use may increase the time spent thereby affecting the effectiveness of the app.  I am exploring this app on my smartphone and so far I have found it enjoyable.  The app has many small achievements to unlock and mini levels that gradually increase mastery.  There are gems to collect and badges to earn which is an exciting way to engage in a learning environment.  The app suggests that the goal is to engage for 10 – 15 minutes per day.  It is still to early to know if I am gaining any lasting mastery however, as Cavus and Ibrahim (2009) was cited in Munday (2016), student who used this app on their smartphones enjoyed the app so much that in a survey the suggested that their teachers should use this approach in other areas of the curriculum.  I may find that the method of delivery, my smartphone, is as much a motivating factor as the gamified aspect of the app itself in keeping my motivation up and even may increase my use.  The question remains, however, will increased use affect the effectiveness of the app?  Or if I am not motivated enough to engage more than the recommended 10 – 15 minutes per day, will I achieve the same results?

Let me know what do you think?  Do you think gamification is an effective way to learn a new language.  Do you think that 10 – 15 minutes a day will be enough to get the results that are cited in the Duolingo Effectiveness Study (2012) or do you think the results will be affected by more or less time spent?

 

References:

Munday, P. (2016). The case for using DUOLINGO as part of the language classroom experience Duolingo como parte del currículum de las clases de lengua extranjera. RIED V, 19(1), 83–101.

Vesselinov, R., & Grego, J. (2012). Duolingo Effectiveness Study. City University of New York, (December 2012), 1–25.