Duolingo: Análise do aplicativo em relação ao feedback na gamificação
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Universidade Estadual de Goiás
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This research aims to discuss the implications of gamification in the Duolingo application,
the concepts, contexts and evolution of this emerging phenomenon in contemporary society.
This investigation is part of the research line “Language and Social Practices” of the
Interdisciplinary Postgraduate Program in Education, Language and Technologies at the
State University of Goiás. The research presents as a research problem the question: how is
the gamification process established from feedback in the Duolingo application? As a
general objective, we seek to understand the gamification process in the Duolingo
application from feedback. To this end, we seek to analyze Digital Culture, throughgamification, and its reverberations in contemporary culture; discuss different theoretical
conceptions about gamification and; analyze the Duolingo application in the context of
gamification. The methodology applied to the object of study consists of a qualitative
interpretative approach of an exploratory nature, inspired by netnography based on the
export and analysis of data from narrative records produced by the application. Furthermore,
this is a bibliographic and bibliographic research based on documentary analysis. The
theoretical assumptions aim to analyze the data from a critical and emancipatory perspective,
with the following authors researched for the theoretical foundation in studies on Digital
Culture: Santaella (2023a, 2023b, 2023c), Jenkins (2013), Kenski (2018), Lévy (2021),
Kaufman (Specialist [...], 2024), Rodrigues (2023). Regarding gamification, studies by
Burke (2015), Pink (2019), Bogost (2011a, 2011b), Dymek (2017), Chou (Gamification [...],
2014), Zichermann and Cunningham (2011), among others, were used. Regarding learning
in gamification, Kapp (2012), Alves (2005), Zichermann and Cunningham (2011), Leffa
(2016), Moran (2015), and Prensky (2001) were highlighted. In addition to the authors
mentioned, we used other areas of knowledge that complement the research, such as
cyberculture, technologies, and related fields that complement triangulation. As a result of
this research, we highlight that the feedback obtained in gamification shows that, despite the
potential of using the application in English language teaching, it results in limited teaching,
as it does not prioritize communication as a central objective
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TAVARES, O.Duolingo: Análise do aplicativo em relação ao feedback na gamificação. 2025. 123f. Dissertação( Mestrado Interdisciplinar em Educação, Linguagem e Tecnologias) - Universidade Estadual de Goiás, Unidade Universitária Anápolis de Ciências Socioeconômicas e Humanas - Nelson de Abreu Júnior, Anápolis,GO.
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