THE USE OF GAMIFICATION IN LANGUAGE LEARNING: A STUDY ON EFL STUDENTS USING DUOLINGO

  • Isna Awalia

Abstrak

This study aims to explore how EFL (English as a Foreign Language) students utilize gamification features in the Duolingo application and how these features influence their motivation and engagement in learning English. This research employed a qualitative case study approach involving five students from the English Education program at a university in Bogor as participants. Data were collected through closed-ended questionnaires and semi-structured interviews. The findings reveal that gamification features such as Experience Points (XP), daily streaks, challenges, and leaderboards are actively used by students as tools to build independent learning routines and enhance their learning enthusiasm. These features also significantly promote intrinsic motivation and foster greater engagement compared to traditional learning methods. The study concludes that gamification elements in Duolingo play a crucial role in creating a fun, flexible, and sustainable learning experience for EFL learners. The implication of these findings suggests that integrating gamification into digital learning can be an effective strategy to enhance the quality of foreign language education, particularly in higher education contexts.

Diterbitkan
2025-09-08
Bagian
Articles