Investigating Negative User Experiences with Gamification in Learning Apps: A Case Study of Duolingo
Gamification misuse is a phenomenon that occurs when users become too fixated on gamification and get distracted from learning. This undesirable phenomenon wastes users’ precious time and negatively impacts their learning performance. However, there has been little research in the literature to understand gamification misuse and inform future gamification designs. This paper aims to fill this knowledge gap by conducting the first extensive qualitative research on gamification misuse in the popular learning app Duolingo.
Hadi Mogavi, Reza, Bingcan Guo, Yuanhao Zhang, Ehsan-Ul Haq, Pan Hui, and Xiaojuan Ma. "When gamification spoils your learning: A qualitative case study of gamification misuse in a language-learning app." L@S 2022
(🏅 Received Honorable Mention in L@S 2022)
Method
Mixed Methods
Year
2022
Role