论文标题
当游戏化破坏您的学习时:在语言学习应用中进行游戏化滥用的定性案例研究
When Gamification Spoils Your Learning: A Qualitative Case Study of Gamification Misuse in a Language-Learning App
论文作者
论文摘要
越来越多的学习应用程序(例如Duolingo)正在使用某种形式的游戏化(例如徽章,点和排行榜)来增强用户学习。但是,它们并不总是成功的。游戏化滥用是一种现象,当用户过于专注于游戏化并从学习中分散注意力时,就会发生这种现象。这种不受欢迎的现象浪费了用户的宝贵时间,并对他们的学习表现产生负面影响。但是,文献中几乎没有研究了解游戏化滥用并为未来的游戏化设计提供信息。因此,本文旨在通过在一个名为Duolingo的流行学习应用程序中进行首次进行游戏化滥用的广泛定性研究来填补这一知识差距。 Duolingo目前是世界上最下载的学习应用程序,用于学习语言。这项研究包括两个阶段:(i)对Duolingo论坛(过去九年)和(ii)与15位国际Duolingo用户进行半结构化访谈的数据分析。我们的研究有助于人力计算人的互动(HCI)和按三种方式进行大规模学习(L@s)研究社区:(1)阐述滥用游戏化的滥用对用户学习,福祉和道德的后果,(2)确定游戏化滥用的最常见原因(例如,在竞争力,过度地预测,与竞争力的练习中,(例如,练习和她的练习)和她的练习和她(3),(3),(3),(3),以及(3),以及(3),以及(3)((3)(()()()()(()(()(()(()()()()(()(()(()()()()减轻游戏化应用程序的未来设计中,游戏化滥用的发生。
More and more learning apps like Duolingo are using some form of gamification (e.g., badges, points, and leaderboards) to enhance user learning. However, they are not always successful. 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. Therefore, this paper aims to fill this knowledge gap by conducting the first extensive qualitative research on gamification misuse in a popular learning app called Duolingo. Duolingo is currently the world's most downloaded learning app used to learn languages. This study consists of two phases: (I) a content analysis of data from Duolingo forums (from the past nine years) and (II) semi-structured interviews with 15 international Duolingo users. Our research contributes to the Human-Computer Interaction (HCI) and Learning at Scale (L@S) research communities in three ways: (1) elaborating the ramifications of gamification misuse on user learning, well-being, and ethics, (2) identifying the most common reasons for gamification misuse (e.g., competitiveness, overindulgence in playfulness, and herding), and (3) providing designers with practical suggestions to prevent (or mitigate) the occurrence of gamification misuse in their future designs of gamified learning apps.