eurocall2015
TRANSCRIPT
Duolingo• www.duolingo.com • Freely available wherever there is
internet access• Inclusive/accessible• Translate the web• Crowdsourcing
Games in Language Learning
• Game types have diversified– Real-time strategy, MMORPG, social games,
FPS
• Focus on games in L2 learning– (Reinhardt)
– Games in the classroom– Games as leisure activities– Games to complement learning
Why Gamification?• When looking for motivational
affordances to increase participation and engagement of learners–Game elements - gamification
• 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 • gamification slaps elements all over the place
–Work the motivational needs into the design
Gamification and MotivationTaxonomyTakes 16 elements found in gamesLooks at their target behavioursLinks these to Competence,
Autonomy, RelatednessShows why this is importantShows when it occurs in gamified
system
Gamification and MotivationTaxonomy
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 ● ● ●
Gamification in Duolingo• 11 out of the 16 elements present– Highly gamified
• Only boss fights, collections, combat, quests, teams not present
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