中文题名: | 游戏化示能性对语言学习传播效果分析——以多邻国app为例 |
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保密级别: | 公开 |
论文语种: | chi |
学科代码: | 050304 |
学科专业: | |
学生类型: | 学士 |
学位: | 文学学士 |
学位年度: | 2024 |
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学院: | |
研究方向: | 游戏化传播 |
第一导师姓名: | |
第一导师单位: | |
提交日期: | 2024-06-06 |
答辩日期: | 2024-05-16 |
外文题名: | Analysis of the Effect of Gamification Performance on Language Learning and Communication ——Taking Duolingo app as an example |
中文关键词: | |
外文关键词: | Gamification design ; mindstream experience ; declarative knowledge ; procedural knowledge ; language learning |
中文摘要: |
语言学习是全球化时代的重要议题。随着国际交流的日益频繁,多语言掌握成为许多人的追求。因此,不少语言学习类app应运而生。然而,许多语言学习类软件往往局限于单词记忆,缺乏系统的外语思维训练,导致学习效果不尽如人意。 在此背景下,多邻国作为一款注重外语思维和实操训练的app,受到了广泛关注。它突破传统学习模式,融入更多趣味性元素,通过多种多样的游戏化设计,使用户能在轻松愉快的环境中直接运用语言。这种创新的学习模式不仅增强了用户的学习体验,也在一定程度上提升了学习效果。 然而,尽管游戏化设计在语言学习中的应用逐渐增多,但关于其传播效果的研究却并不多见。现有的研究主要集中在教育和营销等场景,对于语言学习类app中的游戏化设计,尤其是其心理体验层面的传播效果,尚缺乏深入探讨。因此,本论文基于游戏化示能性和心流体验理论,提出了影响学习用户持续使用多邻国的理论模型,旨在填补这一研究空白。 本论文采取问卷调查法,通过主研究和两个子研究,发现多邻国中的游戏化设计对用户学习效果具有显著的正向影响,并促进了用户的持续使用意愿。同时,心流体验和不同知识类型在其中分别起到了中介和调节作用。这一发现不仅丰富了游戏化传播在在线教育领域的研究,也为语言学习类app的设计提供了有益参考。 从理论角度看,本研究首次将“游戏化”设计和“语言学习”连接,构建具有中介和调节效应的理论模型,丰富了游戏化传播的理论;从实践角度看,本研究有助于指导媒体软件优化交互设计,通过设计以用户为本位的游戏化交互系统,更好满足用户的个性化需求,从而推动传播效果的显著提升。 综上所述,本论文的研究不仅深化了对游戏化设计在语言学习类app中传播效果的理解,也为相关应用的优化和发展提供了有价值的参考。随着技术的不断进步和用户需求的变化,相信未来会有更多创新的游戏化传播模式出现,推动语言学习领域的持续发展。 |
外文摘要: |
The acquisition of language is a significant concern in the era of globalization. The increased frequency of cross-border communication has led many people to pursue multilingualism. Numerous language-learning applications have consequently surfaced. Unfortunately, a lot of language learning applications only teach you how to memorize words and don't provide systematic instruction in foreign language thinking, which leads to poor learning outcomes. In this regard, Duolingo has drawn a lot of attention as an app that emphasizes practical instruction and foreign language thinking. Through a number of gamification design techniques, it disrupts the conventional learning mode and incorporates more engaging components, enabling users to utilize the language in a natural and comfortable setting. This innovative learning mode not only enhances the learning experience of users, but also improves the learning effect to a certain extent. Still, not many research has been done on the spread of gamification design in language learning, even though its use is gradually becoming more prevalent. There is a dearth of comprehensive study on the design of gamification in language learning applications, particularly with regard to its diffusion effect at the psychological experience level, as most existing studies concentrate on marketing and teaching scenarios. In order to close this research gap, this dissertation offers a theoretical model based on gamification denotative features and the idea of mind-flow experience that affects learning users' ongoing use of Duolingo. Using the questionnaire survey approach, this dissertation discovered that the gamification design of Duolingo significantly enhances users' learning experience and increases their propensity to utilize it going forward through the main study and two smaller studies. In the meantime, it was moderated and mediated by various knowledge types and the mindstream experience, respectively. This discovery contributes to the body of knowledge on gamified communication in online education and serves as a helpful guide for developers of language learning applications. This study enhances the theoretical study of gamification communication by being the first to connect "gamification" design and "language learning" and to construct a theoretical model with mediation and moderation effects. From a practical standpoint, the study aids in directing the optimization of interaction design in media software and aids in optimizing interaction design through the creation of user-friendly apps. Practically speaking, this research can direct media software to optimize interaction design, better satisfy users' customized needs by creating a user-focused, gamified interaction system, and consequently support the notable enhancement of communication effect. In conclusion, this thesis's research contributes to our understanding of the communication impact of gamification design in language learning applications and offers invaluable resources for the development and optimization of similar programs. It is anticipated that additional cutting-edge gamification communication modes will emerge in the future to support the ongoing expansion of the language learning industry due to the ongoing advancements in technology and shifts in user needs. |
参考文献总数: | 45 |
馆藏号: | 本050304/24068 |
开放日期: | 2025-06-06 |