BỘ GTÁO DỤC VÀ ĐÀO TẠO ĐẠI HỌC KINH TẾ THÀNH PHÓ HÒ CHÍ MINH BÁO CÁO TỔNG KÉT ĐÈ TÀI NGHIÊN cứu KHOA HỌC THAM GIA XÉT GIÃI THƯỞNG ‘’NHÀ NGHIÊN CƯU TRẺ UEH” NĂM 2024 EVALUATING THE APPROPRIATENESS OF DUOLINGO VOCABULARY LEARNING APP IN LEARNING EXPERIENCE, MOTIVATION, AND ENGAGEMENT FOR ENGLISH-MAJORED STUDENTS Thuộc nhóm chuyên ngành: 3 - Xã hội nhân văn TP. Hồ Chí Minh, tháng 2/2024 i ABSTRACT This study investigates the perceptions of 212 English majors at the University of Economics Ho Chi Minh City (UEH) on the appropriateness of using Duolingo, a gamified vocabulary learning app, as a Mobile Assisted Language Learning (MALL) tool. Duolingo has emerged as a popular choice due to the growing demand for self directed language learning and the constant evolution of technology. The study takes a mixed-method approach, with a quantitative survey phase and a qualitative interview phase.
The survey measures participants' attitudes toward Duolingo's learning experience, motivation, and engagement. Following that, interviews will focus on deepening students' perceptions of the appropriateness and limitations of using Duolingo. Results indicate that the Duolingo application positively impacted students' language learning, particularly in acquiring new vocabulary. Students are becoming more motivated to learn and are practicing and using their language skills in everyday circumstances.
The study found that Duolingo improves students' language learning, particularly vocabulary acquisition. Students demonstrate increased motivation and practical use of language skills in everyday situations. However, the research points out that Duolingo may not be the most effective learning resource for language majors. The content and practice activities are relatively simple, lacking the necessary challenges to help students maintain their study habits.
Moreover, the knowledge provided by Duolingo might not suffice for students to apply in their specialized fields. These findings indicate potential areas for future research into the suitability of MALL for specific user groups. Additionally, they provide insights for app developers to improve and optimize not only Duolingo but also other English learning apps. Keywords: English learning apps, appropriateness, vocabulary learning, learning experience, engageinent.
ii TABLE OF CONTENTS ABSTRACT i LIST OF TABLES iv LIST OF ABBREVIATIONS V I. The Study on Duolingo 2 2. Reasons for ChoosingResearch Topic 3 3. Significance of the Study 5 II.
Information and Communication Technology (ICT) and EFL Learning 6 3. Vocabulary Learning in Vietnam University Overview 8 5. Technology Acceptance Model (TAM) 9 6. Mobile Assisted Language Learning (MALL) 10 7.
The Effectiveness of Mobile-Assisted LanguageLearning (MALL) 11 8. Vocabulary Language Learning Apps 12 10. Duolingo: A Gamified Approach to Language Acquisition 13 11. User’s Learning Experience 15 12.
User's Motivation 17 III. Research Setting and Research Participants 19 3. Phase One: Survey 21 5. Phase Two: Interview 22 IV.
Phase One: Survey 23 ill 1. Users' Evaluation of Learning Experience in Learning Vcabulary on Duolingo 26 1. Users’ Evaluation of Motivation in Learning Vocabulary on Duolingo 29 1. Users’ Evaluation of Engagement in Learning Vocabulary on Duolingo 31 1.
User Limitations: Exploring Challenges Encountered with Duolingo 32 2. Phase Two: Interview 35 2. Users' Perception of Appropriateness in Learning Experience on Duolingo 35 2. Users' Perception of Inappropriateness in Learning Experience on Duolingo 38 V.
Important Findings and Explanations 43 3. Comparative Analysis with Previous Study 46 4. Proposed Directions for Future Study 47 5. Limitations of the Study 50 8.
Contributions of the Study 50 VI. CONCLUSION 52 REFERENCES 53 iv LIST OF TABLES Table Name 1 Mean Score Interpretation 2 Demographics Of Participants 3 Users' Evaluation Of Learning Experience 4 \ Users' Evaluation Of Motivation 5 Users’ Evaluation Of Engagement 6 App Limitations Encounters 7 Limitations Of Duolingo V LIST OF ABBREVIATIONS ACTFL American Council on the Teaching of Foreign Languages BL Blended Learning DGBL Digital Game-Based Learning EFL English as a Foreign Language ESL English as a Second Language ICTs Information and Communication Technologies L2 Second Language LX Learning Experience MALL Mobile-Assisted Language Learning SDT Self-Determination Theory SELLA Smartphone English Language Learning Apps TAM Technology Acceptance Model TRA Theory of Reasoned Action UEH University of Economics Ho Chi Minh City XP Experience 1 I. INTRODUCTION Information and communication technologies (ICTs) have become integral to nearly every aspect of human life in today’s technologically advanced field, with a particular impact on the realm of learning. The changing nature of education, particularly among the younger generation, highlights the importance of remaining modern, enjoyable, and appealing.
Technology has transformed nearly every aspect of life, including education. As younger generations embrace digital learning styles, educators must prioritize modern, engaging approaches that keep pace with the times and motivate learners. This modern approach not only keeps up with the limes but also motivates learners and contributes to learning success (Jaskova, 2014). Riding the wave of technological advancements, e-leaming has grown in popularity and application in academic settings.
E-learning is the use of ICTs, such as the Internet, computers, telephones, radio, video, and other digital tools, to improve teaching and learning activities (Masrom, 2007). This shift to digitization has paved the way for the rapid development of mobile-assisted language learning (MALL), which is proving to be a transformative force by providing new opportunities for learners to improve their language skills. In the world of MALL, Duolingo stands out as a mobile language learning app with a reputation for innovation. Duolingo exemplifies the MALL approach by including gamified language lessons, point systems, and leaderboard climbs on its platform (Huynh, Zuo, & Iida, 2018).
The acknowledgment of Duolingo’s gamification features as essential elements emphasizes their importance in increasing user engagement and interaction during the language learning process. While previous research has explored the use of Duolingo for English language learning (Loewen el al., 2019; Shortt et al., 2021; Hidayati and Diana, 2022), there remains a gap in literature focusing specifically on the appropriateness of Duolingo for English major students. This study delves into this under-explored terrain, examining the appropriateness of Duolingo vocabulary learning for Business English students at UEH, and assessing its impact on their learning experience, motivation, and engagement. By scrutinizing this popular app through the lens of academic rigor, we aim to illuminate its potential to empower or impede the language acquisition journey of future English translators, educators, and other professionals.
The significance of this research stems from its potential contributions to the larger field of language education. Understanding Duolingo's effectiveness and suitability for research subjects has implications for the creation of tailored language learning tools. This study may help educators, curriculum designers, and language learning app developers optimize the incorporation of technological solutions into language education. Furthermore, the findings may contribute useful insights to the ongoing 2 discussion about the intersection of technology and language learning, paving the way for improved pedagogical practices in the ever-changing landscape of language education.
The Study on Duolingo While Duolingo achieves global popularity, its suitability for English language majors remains unclear. Numerous global Duolingo studies have been conducted, both commissioned and independent ones. A commissioned study conducted by Duolingo researchers (Jiang et al., 2020) compared Duolingo users’ reading and listening skills to ACTFL (American Council on the Teaching of Foreign Languages) standards in French and Spanish. The findings revealed that in listening skills, learners who completed Unit 5 on Duolingo demonstrated proficiency equivalent to students who completed four university semesters, while those who completed Unit 7 demonstrated proficiency equivalent to students who completed five.
Independent research by Kessler (2021) and Loewen et al. (2019) highlighted learners' enjoyment of Duolingo's gamification, a design principle that focuses on motivating learners through game-play experiences, overcoming obstacles, and achieving goals that result in rewards (Byrne et al. Despite its appeal, users have expressed dissatisfaction with Duolingo, citing issues such as repetitive content, a strict linear curriculum, a lack of authentic language, and a limited range of activities. Bogdan (2016) conducted an independent study based on his over two-year experience as a Spanish learner with Duolingo.
His findings highlighted the app’s limitations as well as its strengths. Bogdan had hoped for basic conversational fluency with native speakers, but even after reaching 50% fluency, smooth communication remained a challenge. Duolingo, used alone, was deemed insufficient for developing conversational skills. Bogdan did, however, recognize the app's benefits for beginners, praising its gamification for engagement and adherence to a traditional syllabus, which allows it to serve as a valuable tool for review, reinforcement, or support of language lessons.
There have been relatively few studies on Duolingo in the domestic context. Nguyen Thi To Hoa (2022) discussed Duolingo in her study of the use of mobile applications for English vocabulary learning. The overall evaluation of Duolingo's effectiveness in this study was somewhat discouraging, with only 18% of the 400 first-year students choosing to use it and 15% assessing its efficacy positively. These findings raise questions about the app's appropriateness for a more demanding academic setting like English majors.
This study addresses this gap by investigating the suitability of Duolingo vocabulary learning for English major students at UEH University, specifically examining its impact on their learning experience, motivation, and engagement. By scrutinizing Duolingo through the lens of academic rigor, we aim 3 to determine whether it empowers or impedes the language acquisition journey of future English professionals. Reasons for Choosing Research Topic According to Guaqueta et al. (2018), among the language skills that any learner needs, vocabulary is the key component when it comes to language learning.
As Ajisoko (2020) points out, mastering English becomes significantly more difficult without a strong vocabulary foundation. Numerous English vocabulary learning applications have been introduced to meet the growing demand, with Duolingo emerging as a notable success in leveraging gamification for language acquisition (Aulia, Wahjuningsih, & Andayani, 2020). Previous research by Rachels et al. (2017) and Guaqueta et al.
(2018) consistently showed that Duolingo improves learners* learning efficiency and attitudes. Rachels with Rockinson-Szapkiw (2017) found similar results in their respective studies, implying that Duolingo is a valuable tool for language learning. Duolingo's affordability and cost effectiveness make it an appealing choice. Furthermore, the incorporation of Digital, Game-Based Learning (DGBL) features gives it an addictive edge, encouraging learners to stay engaged over time.
Motivated by this background, our research aims to delve deeper into Duolingo's true effectiveness and appropriateness for English major students at UEH University. This research topic was chosen with a clear user-centric focus in sight, to go beyond just evaluating Duolingo's basic features. Instead, the primary focus is on thoroughly understanding the user experience. These three variables exhibit intricate interconnections.
As an illustration, heightened motivation can catalyze enhanced engagement, subsequently fostering a richer learning journey. This study endeavors to delve into the dynamic interplay among these variables within the framework of Duolingo utilization by English major students. It aims to capture the nuances of subjective experiences while ensuring robust and objective evaluation through a dual methodology incorporating surveys and interviews. This tri fold set of variables creates a close-knit relationship in which motivation influences engagement, which in turn affects the overall learning experience, and this interaction can be observed reciprocally.
The research aims to conduct an integrated assessment, drawing on previous studies that intricately combine these three variables. This approach takes an academic perspective and delves into the psychological aspects of motivation and engagement. The goal is to gain a thorough understanding of learners' motivations and learning experiences, thereby fostering potential improvements for other learning applications. Furthermore, by conducting research and comparing Duolingo to other language learning apps, we can identify possibilities for advancement.
Implementing these improvements has the potential to make Duolingo a more comprehensive and effective language learning 4 application, catering to the specific demand of a wide range of learners, particularly those pursuing language mastery. Research will be done through a mixed-methods approach involving surveys, interviews, and focus groups with English major students at UEH University. By evaluating the three variables at the same time, the study aims to establish a benchmark for assessing Duolingo’s appropriateness in language learning, thereby increasing the research’s significance and contribution. The chosen variables, which include both qualitative and quantitative methods, promise a rich and visually appealing dataset.