Motivation and Proficiency in EFL: A Case Study Using Duolingo

Proceedings of the World Conference on Teaching, Learning, and Education,

Year: 2024

DOI:

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Motivation and Proficiency in EFL: A Case Study Using Duolingo

Rocío Gragera

 

 

ABSTRACT:

This study investigates the effectiveness of Duolingo as a gamified tool for language learning, focusing on its use of game elements such as points, badges, and leaderboards to engage learners. Gamification in educational settings has been shown to increase student motivation and engagement, but its impact on language proficiency remains under debate. In this research, 52 secondary school students used Duolingo as a supplement to their English language learning over a 10-week period. The study aimed to assess whether Duolingo’s gamified features, such as streaks, experience points (XP), and competitive leaderboards, contributed to higher levels of language proficiency and motivation compared to traditional teaching methods. Data were collected through pre- and post-tests measuring vocabulary, reading comprehension, and grammar, as well as student surveys and classroom observations. Results indicated that students using Duolingo showed a significant increase in motivation, with 85% of participants reporting that the platform made learning more enjoyable. However, improvements in language proficiency were moderate, with an average post-test score increase of 12%, compared to a 6% increase in the control group. While Duolingo proved to be effective at improving vocabulary and reading skills, its limitations in fostering oral proficiency and complex language structures were evident. The study concludes that Duolingo is a valuable supplementary tool for language learning, particularly in motivating students, but should be paired with other instructional methods to fully develop language proficiency. Further research is recommended to explore long-term impacts and integrations with traditional learning models.

keywords: Duolingo, gamification, language learning, language acquisition, motivation