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Duolingo y la Gamificación: Un análisis centrado en la experiencia del usuario adulto
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Autores
Díaz, Iara Valentina
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Universidad Siglo 21
Resumen
Este estudio tuvo como objetivo analizar cómo los usuarios adultos hispanohablantes percibieron la experiencia de uso de la aplicación Duolingo y de qué manera los elementos de gamificación influyeron en su motivación, retención y satisfacción durante el aprendizaje de idiomas. La investigación adoptó un enfoque mixto, con diseño descriptivo y recolección de datos mediante un cuestionario estructurado administrado en línea. El instrumento incluyó
preguntas cerradas tipo Likert y abiertas, y fue respondido por una muestra no probabilística de adultos hispanohablantes usuarios de la aplicación. Los resultados mostraron que los elementos de gamificación más identificados fueron la racha diaria, los puntos, las ligas y los niveles. Estos elementos influyeron de manera significativa en la motivación de los participantes, especialmente en su constancia y compromiso. También se observó una
relación positiva entre la gamificación y la retención, aunque algunos usuarios manifestaron interrupciones en su uso. En cuanto a la satisfacción, la mayoría expresó una experiencia positiva, valorando la facilidad de uso y el carácter lúdico de la plataforma. Se concluyó que los elementos de gamificación, cuando se integraron de forma coherente con los objetivos educativos, favorecieron la continuidad del aprendizaje y mejoraron la experiencia general del usuario. Se recomendó avanzar hacia diseños más personalizables, adaptados a diversos perfiles y necesidades de los usuarios adultos.
This study aimed to analyze how adult Spanish-speaking users perceived their experience using the Duolingo app and how gamification elements influenced their motivation, retention, and satisfaction during language learning. The research adopted a mixed approach with a descriptive design and data collection through a structured online questionnaire. This instrument included Likert-type closed questions and open-ended ones and was answered by a non-probabilistic sample of adult Spanish-speaking users of the application. The results showed that the most identified gamification elements were the daily streak, points, leagues, and levels. These elements significantly influenced participants motivation, particularly their consistency and engagement. A positive relationship was also observed between gamification and retention, although some users reported periods of discontinued use. Regarding satisfaction, most expressed a positive experience, highlighting the ease of use and the playful nature of the platform. It was concluded that gamification elements, when coherently integrated with educational objectives, supported continued learning and enhanced the overall user experience. It was recommended to move toward more customizable designs adapted to the diverse profiles and needs of adult users.
This study aimed to analyze how adult Spanish-speaking users perceived their experience using the Duolingo app and how gamification elements influenced their motivation, retention, and satisfaction during language learning. The research adopted a mixed approach with a descriptive design and data collection through a structured online questionnaire. This instrument included Likert-type closed questions and open-ended ones and was answered by a non-probabilistic sample of adult Spanish-speaking users of the application. The results showed that the most identified gamification elements were the daily streak, points, leagues, and levels. These elements significantly influenced participants motivation, particularly their consistency and engagement. A positive relationship was also observed between gamification and retention, although some users reported periods of discontinued use. Regarding satisfaction, most expressed a positive experience, highlighting the ease of use and the playful nature of the platform. It was concluded that gamification elements, when coherently integrated with educational objectives, supported continued learning and enhanced the overall user experience. It was recommended to move toward more customizable designs adapted to the diverse profiles and needs of adult users.
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Palabras clave
Gamification, Language learning, User experience, Motvation, Mobile applications, Gamificación, Aprendizaje de idiomas, Experiencia de usuario, Motivación, Aplicaciones móviles