Gamified English: Investigating the Impact of Duolingo’s on Learners Outcomes: Three Case Studies
DOI:
https://doi.org/10.37376/fesj.vi19.7436Keywords:
bilingual app, MALL, Duolingo, English, language learningAbstract
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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