Gamified English: Investigating the Impact of Duolingo’s on Learners Outcomes: Three Case Studies

Authors

  • Juman Salem Elathrm Faculty of Education University of Benghazi

DOI:

https://doi.org/10.37376/fesj.vi19.7436

Keywords:

bilingual app, MALL, Duolingo, English, language learning

Abstract

Due to the rapid advancement of technology, it has reshaped every corner of our lives; language teaching and learning are no exception. Thus, this study focuses on the use of Mobile-Assisted Language Learning (MALL) to promote foreign language learning. Duolingo is one of the most widely used applications that facilitates learning a second or foreign language. Hence, this article aims to confirm the hypothesis that Duolingo has an impact on beginners’ receptive and productive skills. This is a mixed-method case study that incorporates observation, assessment, and interviews. It involves three participants, aged 14–19, who live in Benghazi, Libya, and used Duolingo to learn English over a four-month period. Data collection and analysis have displayed that Duolingo has a greater impact to those beginners; however, it has limitations and no visible improvement for advanced learners. Thus, it is recommended to employ a few enhancements to the app to accommodate advanced learners

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Author Biography

Juman Salem Elathrm, Faculty of Education University of Benghazi

English Department

Faculty of Education

University of Benghazi

 

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Published

2025-12-21

How to Cite

Elathrm, J. S. . (2025). Gamified English: Investigating the Impact of Duolingo’s on Learners Outcomes: Three Case Studies. Science Journal of Faculty of Education, (19), 560–571. https://doi.org/10.37376/fesj.vi19.7436

Issue

Section

Articles