encourage users to have pleasant emotions.
Accordingly, the following assumptions are
proposed:
H1: The point design will positively promote
learners' pleasure.
3.1.2 Badges
Duolingo provides users with a wide variety of
reward badges. The badges are awarded based on the
learner's achievements and performance. For
example, learners can earn "Winning Streak" badges
for completing learning tasks for several days in a
row, or "Diligence" badges for completing a specific
number of lessons, and so on. In addition to mainline
learning, Duolingo also offers a special daily task
function, and students can get the monthly badge after
they insist on completing it.
From the perspective of Control-Value Theory,
badges, as a visual sign of achievement, enable users
to feel their progress and ability enhancement. At the
same time, they are also combined with social
functions, which can be shown to friends in their
profiles to gain recognition and appreciation from
others, to increase the users' recognition of the value
of the learning activities, thus providing motivation
for continuous learning. Accordingly, the following
assumptions are proposed:
H2: Badge design will positively promote
learners' pleasure.
3.1.3 Leaderboards
Duolingo motivates users to learn and compete with
each other through the Leaderboard system. The
system is open once a week for seven days, users are
ranked with 30 people of the same level by points, and
they can improve their ranking by completing
learning tasks and gaining experience value. The
leaderboard is updated every day, which enables
users to see their progress and others' scores in time.
After the weekly settlement, users at the top of the list
will be promoted to a higher level, while those at the
bottom of the list will be relegated to a lower level,
ranging from bronze to diamond. This design also
makes users feel that they are part of a learning
community in Duolingo, which enhances their sense
of belonging and identity, thus increasing their
participation and activity and making them enjoy the
learning process more. Accordingly, the following
assumptions are proposed:
H3: The leaderboard design will positively
promote learners' pleasure
.
3.1.4 Friends Quest
In addition to the three main game elements, the
community features of Duolingo--Friends Quest,
Classes, etc., also have significant gamification
features. The Friends Quest sets clear tasks for users,
as well as interactive reminders, achievement sharing,
and other functions. Through this, users can
encourage and urge each other with their friends to
complete the task goals together. The class system
allows users to join or create a class, and the organizer
will help class members set common learning goals
so that the users can feel the collective atmosphere of
learning through completing the class tasks and
sharing progress. The design of community function
can stimulate users' social motivation and
achievement motivation, to enhance their sense of
self-worth and obtain a pleasant emotional
experience. Accordingly, the following assumptions
are proposed:
H4: The Friends Quest design will positively
promote learners' pleasure.
In summary, this study proposes the above four
assumptions based on PP's Control-Value Theory,
combined with gamification elements and gamified
learning theory, and will test and revise the
assumptions through quantitative research.
3.2 Issuance and Recovery
3.2.1 Research Tools
This study conducted a quantitative study through a
combined questionnaire with the following
measurement tools:
First, this study refers to the Game User
Experience Satisfaction Scale (GUESS) and
combines the theory of the gamification system and
the actual situation of the gamification design of APP
learning resources in Duolingo to prepare the scale. It
is divided into 4 dimensions, including points,
badges, leaderboards, and friends' quests with a total
of 8 measurement items, which is a 5-level Likert
Scale. The scale has high reliability (Cronbach's
α=0.869) and validity, proving to be a reliable and
valid scale for the sense of experience of gamification
design.
In addition, this study was compiled concerning
the Chinese version of the Foreign Language
Enjoyment Scale (CFLES). The original scale was a
5-level Likert scale, which was adapted by Li et al.
based on a sample of Chinese high school students
from the Foreign Language Enjoyment Scale. To
meet the needs of this study, the original question