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Huynh and Lida (2018) Otro Muy Similar
Huynh and Lida (2018) Otro Muy Similar
Huynh and Lida (2018) Otro Muy Similar
Abstract—This paper explores a way to assess the effects positive effects until they conduct an assessment. In case where
of game elements in the domain of education. Educational the use of the game is not sufficiently effective, it is challenging
gamified language-learning platform ‘Duolingo’ is chosen as to know exactly what game elements and what reasons
a testbed, whereas game refinement measure is employed as
an assessment tool. Two game elements ‘Badge’ and ‘Winning caused that. Therefore, this study aims at finding a common
Streak’ with respect to the course structure of three language measurement which reflects effectiveness or entertainment of
courses in Duolingo are analyzed in this study. The results from game elements. Using this measure, we assess and analyze
the analysis with about 1000 users show that Winning Streak effects of a particular game element. According to conducted
successfully helps users enhance their regular learning activity analyses, an effective strategy can be applied for using game
into serious gaming activity. Moreover, Winning Streak increases
the motivation of advanced users when the attractiveness of elements in an existing system.
Badge decreases. Thus this study confirmed the effectiveness of In this paper, we first aim at finding an assessment method
game refinement measure to identify the merit of the appropriate for the entertainment aspect. The method for our assessment is
division of learning process to maintain the attractiveness of to figure out from game refinement theory, which is a unique
learning activity. theory that shows a particular way to quantify the attractiveness
Keywords: Duolingo, Language learning platform, Game re-
finement theory, Game elements’ attractiveness, Badge, Winning and sophistication of the game under consideration. This theory
Streak was proved and applied by several studies such as [6] [7].
Table I
T HE RESULTS OF ANALYZING W INNING S TREAK AND BADGE IN ‘S PANISH FOR E NGLISH S PEAKERS ’ COURSE
shows the increase of challenge in a language course which B. Data Collection and Analysis
tries to adapt the advancement of learners. Although the effect To observe the effects of Winning Streak, we collected many
of a course structure is indicated carefully in the previous work, data from 1000 users, who enrolled the “Spanish for English
we are not certain about whether different course structures Speakers” course (SFES) in Duolingo. The criterion to select
make any different effect on users in Duolingo. candidates is that they must be active on the system within one
Moreover, another work [9] suggests that Duolingo users week before the data collecting date. Because some information
may be attracted by Winning Streak when the attractiveness of fields of users should be kept in secret, so we only collected
Badge decrease. Therefore, in this study, we first aim at figuring public information of users. The collected information, which
out the attractiveness of Winning Streak individually to make is indicated on user’s profile page of Duolingo, includes some
sure that Duolingo users are attracted by this game element at skills, length of a Winning Streak and the languages course.
some last milestone. Then based on the results of analysis we After collecting the data, Eq. (2) and Eq. (3) are applied to
try to figure out the effect of the course structure obviously derive a measurement to assess the attractiveness of Winning
by comparing three popular language courses: “Spanish for Streak and Badge respectively.
English speakers”, “French for English speakers” and “Italian √
for English speakers.” Bk
GRBk = (3)
Lk
III. ATTRACTIVENESS OF W INNING S TREAK
In Eq. (3) which is derived from Eq. (1), Bk and Lk denote the
A. Game Refinement Measure for Winning Streak average number of obtained badges and the average number
of learned lessons. The explanation is detailed in the previous
The term ‘Winning Streak’ was initially used in sports [10]. study [8]. The results are shown in Table I.
It refers to a consecutive number of games won, which begins Table I shows that the game refinement value of Winning
with the third consecutive victory. In Duolingo, Winning Streak Streak increases through each milestone. It starts from 0.0047,
has been used as a measurement of how consistently learners increases after that and reaches 0.026 at the last milestone.
study. A winning streak of users starts at zero and increases by Similar to GR of Badge, GR of Winning Streak falls into
one as long as they complete to study their required number of the appropriate range in the end. This is another evidence
lessons. The winning streak will be reset to zero if the number which proves that the range between 0.02 and 0.03 should be
of studied lessons is missed. considered as the appropriate range for gamification domain.
For measuring the attractiveness of Winning Streak, we Whereas obtaining a badge is used as a gaming activity for
figure out the game progress model by extending the streak’s attracting beginner to acquire new knowledge, extending the
length of diligent learners. A Winning Streak can be obtained length of a Winning Streak is considered as enhancing normal
by completing lessons to reach the learning goal. Although it learning activity into serious gaming activity.
is easy to obtain, extending the length of Winning Streak is According to Figure 1, GR of Badge starts from the appro-
more difficult. For example, if we want to extend our Winning priate range of sophisticated games which means that users
Streak’s length to ten, we must pass the learning goal in ten are attracted to learn as playing a fun game at the beginning.
consecutive days. That is the reason why the longer winning However, GR decreases and maintains an appropriate range
is more precious. of gamification domain after that. Obtaining badges is an
Therefore, the main game progress model can be given by exciting activity but doing so frequently will become boring.
two factors: the number of learning consecutive days and the That explains why the attractiveness of Badge decrease after a
total number of days within a year. As the total number of certain period.
days in a year is 365 and the number of learning consecutive On the contrary, language learning is a normal activity.
days is the length of a Winning Streak. Thus, the measure of For making it enjoyable, Duolingo has been enhanced while
game refinement for game element Winning Streak at each introducing Winning Streak as a reward for diligent learners.
milestone is given by Eq. (2) where Wk is the average length The length of Winning Streak reflects user’s efforts. Therefore,
of a Winning Streak at a milestone of k. the longer Winning Streak is more precious. This streak is
√ shown on the learner’s profile, which reflects the ability of
Wk
GRW Sk = (2) learners in language learning. In consequence, the experimental
365
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2018 4th International Conference on Computer and Information Sciences (ICCOINS)
results indicated that Winning Streak is effective to help Milestone k Bk Lk GRBk PoSU
learning process. It helps Duolingo improve entertainment 1 7 31 0.085 10%
aspect when attractiveness of Badge decreases as suggested in 2 18 67 0.063 25%
[9]. 3 37 154 0.039 45%
4 78 358 0.024 67%
Table II
T HE RESULTS OF ANALYZING W INNING S TREAK IN ‘F RENCH FOR E NGLISH
S PEAKERS ’ COURSE
Table III
T HE RESULTS OF ANALYZING W INNING S TREAK IN ‘I TALIAN FOR E NGLISH
S PEAKERS ’ COURSE
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2018 4th International Conference on Computer and Information Sciences (ICCOINS)
and Italian courses as shown in Figure 2. The slope from the that Winning Streak successfully helps users enhance their
first to the second milestone in Spanish course is too sloping. regular learning activity into serious gaming activity. Moreover,
The large decrease of GR in that period would make users feel Winning Streak increases the motivation of advanced users
anxiety. From the game designer’s point of view, this is not when the attractiveness of Badge decreases. Thus this study
good for users. To prove that viewpoint, we analyze the slope of confirmed the effectiveness of game refinement measure to
GR trend. It is assumed that GRBk presents the attractiveness identify the merit of the appropriate division of learning process
of Badge. The strength of this attractiveness is derived from in order to maintain the attractiveness of learning activity.
how much users focus on this game element. Then, the effect of
ACKNOWLEDGEMENT
game element Badge decreases as users are attracted by other
game elements. In Duolingo, when users complete their lessons, This research is funded by a grant from the Japan Society
they not only achieve Badges but also have an opportunity to for the Promotion of Science, within the framework of the
obtain or extend their Winning Streak. We call such users, who Grant-in-Aid for Challenging Exploratory Research.
aim at obtaining or extending their Winning Streak, “streaking- R EFERENCES
users” and the percentage of streaking-users or PoSU in short
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the decrease of the attractiveness of Badge.
The PoSU in the three courses reaches 67% when GRBK falls
into the appropriate range. This means that the attractiveness
of the considered game element becomes low if its GR goes
down. This implies that users are no longer engaged with those
game elements. Therefore, the game refinement measure works
well in presenting the attractiveness of the game element in
the educational environment.
V. C ONCLUSION
In this paper, we investigated a way to assess the effects
of game elements in the domain of education. Educational
gamified language-learning platform ‘Duolingo’ is chosen as
the testbed, whereas game refinement measure is employed
as an assessment tool. Two game elements ‘Badge’ and
‘Winning Streak’ with respect to the course structure of three
language courses in Duolingo are analyzed in this study.
The results from the analysis with about 1000 users show
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