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

M Shortt, S Tilak, I Kuznetcova, B Martens… - Computer Assisted …, 2023 - Taylor & Francis
More than 300 million people use the gamified mobile-assisted language learning (MALL)
application (app) Duolingo. The challenging tasks, reward incentives, systematic levels, and …

Analysing gamification elements in educational environments using an existing Gamification taxonomy

AM Toda, ACT Klock, W Oliveira, PT Palomino… - Smart Learning …, 2019 - Springer
Gamification has been widely employed in the educational domain over the past eight years
when the term became a trend. However, the literature states that gamification still lacks …

Ocean literacy gamified: A systematic evaluation of the effect of game elements on students' learning experience

R Leitão, M Maguire, S Turner, F Arenas… - Environmental …, 2022 - Taylor & Francis
Low levels of concern about anthropogenic climate change have been attributed to a range
of factors, some of which relate to education. These include people's lack of understanding …

Positive artificial intelligence in education (P-AIED): A roadmap

II Bittencourt, G Chalco, J Santos, S Fernandes… - International Journal of …, 2024 - Springer
The unprecedented global movement of school education to find technological and
intelligent solutions to keep the learning ecosystem working was not enough to recover the …

The effect of artificial intelligence tools on EFL learners' engagement, enjoyment, and motivation

L Yuan, X Liu - Computers in Human Behavior, 2025 - Elsevier
Abstract The use of Artificial Intelligence (AI) tools has become increasingly prevalent within
higher education and numerous studies have indicated the efficacy of AI applications within …

The studentsperception about use of duolingo application for improving english vocabulary

AD Tiara, MA Rahman… - International Journal of …, 2021 - jurnal.peneliti.net
The various challenges in education today require that the instructors should employ
technology to make teaching English more appealing. Technology can serve as an …

Using digital gamification to improve language achievement, foreign language enjoyment, and ideal L2 self: A case of English as a foreign language learners

GZ Liu, J Fathi, M Rahimi - Journal of Computer Assisted …, 2024 - Wiley Online Library
Background The impact of digital gamified language learning on language achievement has
been corroborated in the literature; however, its impact on language achievement …

[PDF][PDF] THE EFFECT OF DUOLINGO APPLICATION ON STUDENTS'ENGLISH VOCABULARY MASTERY

HR Aulia, E Wahjuningsih, R Andayani - Eltr journal, 2020 - apspbi.or.id
This paper examined the effect of Duolingo application on students English vocabulary
mastery using quasi-experimental with post-test only design. The participant of this research …

Beyond virtual museums: adopting serious games and extended reality (XR) for user-centred cultural experiences

S Doukianou, D Daylamani-Zad… - Visual computing for …, 2020 - Springer
Beyond Virtual Museums: Adopting Serious Games and Extended Reality (XR) for User-Centred
Cultural Experiences | SpringerLink Skip to main content Advertisement SpringerLink Account …

An assessment of game elements in language-learning platform Duolingo

D Huynh, L Zuo, H Iida - 2018 4th International Conference on …, 2018 - ieeexplore.ieee.org
This paper explores a way to assess the effects of game elements in the domain of
education. Educational gamified language-learning platformDuolingo'is chosen as a …