Estratégias lúdicas inseridas na experência do usuário: Duolingo e sua forma de aproximação

Detalhes bibliográficos
Autor(a) principal: Cabral, Ana Carolina Simões de Freitas
Data de Publicação: 2018
Tipo de documento: Dissertação
Idioma: por
Título da fonte: Biblioteca Digital de Teses e Dissertações da PUC_SP
Texto Completo: https://tede2.pucsp.br/handle/handle/21395
Resumo: Not everyone has the ease and pleasure to learn new languages. However, learning languages is increasingly important. With regard to entry into the labor market, for example, 91% of executives from different countries interviewed in the Global English Corporation survey believe that English is the main language of business. In the search for a solution to this issue, combining learning, translation and gamification, the Duolingo application was able to facilitate this task for users of the platform, who got involved and learned languages with the help of it. However, although widely used and well-evaluated in digital stores, under an academic view, many articles criticize its methodology (SANTANA, 2016; MOTA et al., 2016; DUARTE et al., 2016; BOGDAN, 2016; VALADARES et al., 2016; Gavarri, 2016), believing that it is inappropriate for this teaching. But if the methodology used is said to be ineffective, what corroborated for the application to reach so many users? This research aimed to evaluate heuristically (NIELSEN AND MOLICH, 1990; DESURVIRE et al., 2004; MALONE, 1980; PINELLI et al, 2008) the design of Duolingo interface and the way you interact directly with your users by playful aspects, in order to understand the relevance of these in the popularization of the application. In this way, we evaluated the role of user experience in the use of the application, the involvement with the learning offered there and the return to the use of the interface. It was inferred from the obtained results that, in the search for applications that can aid in the learning of foreign languages, it is not only the educational aspects and the contents presented that govern the choice of the users, they also look for easily understandable interfaces and personally satisfying experiences, apt to add intrinsic motivation to learning
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spelling Petry, Luís Carloshttp://buscatextual.cnpq.br/buscatextual/visualizacv.do?id=K8029310J7Cabral, Ana Carolina Simões de Freitas2018-09-03T12:58:21Z2018-03-02Cabral, Ana Carolina Simões de Freitas. Estratégias lúdicas inseridas na experência do usuário: Duolingo e sua forma de aproximação. 2018. 101 f. Dissertação (Mestrado em Tecnologias da Inteligência e Design Digital) - Programa de Estudos Pós-Graduados em Tecnologias da Inteligência e Design Digital, Pontifícia Universidade Católica de São Paulo, São Paulo, 2018.https://tede2.pucsp.br/handle/handle/21395Not everyone has the ease and pleasure to learn new languages. However, learning languages is increasingly important. With regard to entry into the labor market, for example, 91% of executives from different countries interviewed in the Global English Corporation survey believe that English is the main language of business. In the search for a solution to this issue, combining learning, translation and gamification, the Duolingo application was able to facilitate this task for users of the platform, who got involved and learned languages with the help of it. However, although widely used and well-evaluated in digital stores, under an academic view, many articles criticize its methodology (SANTANA, 2016; MOTA et al., 2016; DUARTE et al., 2016; BOGDAN, 2016; VALADARES et al., 2016; Gavarri, 2016), believing that it is inappropriate for this teaching. But if the methodology used is said to be ineffective, what corroborated for the application to reach so many users? This research aimed to evaluate heuristically (NIELSEN AND MOLICH, 1990; DESURVIRE et al., 2004; MALONE, 1980; PINELLI et al, 2008) the design of Duolingo interface and the way you interact directly with your users by playful aspects, in order to understand the relevance of these in the popularization of the application. In this way, we evaluated the role of user experience in the use of the application, the involvement with the learning offered there and the return to the use of the interface. It was inferred from the obtained results that, in the search for applications that can aid in the learning of foreign languages, it is not only the educational aspects and the contents presented that govern the choice of the users, they also look for easily understandable interfaces and personally satisfying experiences, apt to add intrinsic motivation to learningNem todos tem facilidade e prazer em aprender novas línguas. Contudo, aprender idiomas se demonstra cada vez mais importante. No que diz respeito à entrada no mercado de trabalho, por exemplo, 91% dos executivos de países distintos entrevistados na pesquisa da Global English Corporation acredita ser o inglês o principal idioma dos negócios. Na busca de uma solução para essa questão, unindo aprendizado, tradução e gamificação, o aplicativo Duolingo conseguiu facilitar esta tarefa aos usuários da plataforma, que se envolveram e aprenderam idiomas com a ajuda da mesma. Entretanto, apesar de muito utilizado e bem avaliado em lojas digitais, sob um olhar acadêmico, muitos artigos criticam sua metodologia (SANTANA, 2016; MOTA et al., 2016; DUARTE et al., 2016; BOGDAN, 2016; VALADARES et al., 2016; GAVARRI, 2016), acreditando que a mesma seja inadequada para este ensino. Mas se a metodologia utilizada é dita como ineficaz, o que corroborou para que o aplicativo alcançasse tantos usuários? A presente pesquisa buscou avaliar heuristicamente (NIELSEN E MOLICH, 1990; DESURVIRE et al., 2004; MALONE, 1980; PINELLI et al., 2008) o design da interface do Duolingo e a forma como interage diretamente com seus usuários mediante aspectos lúdicos, a fim de compreender a relevância destes na popularização do aplicativo. Desta forma, foi avaliado o papel da experiência do usuário no uso do aplicativo, no envolvimento com o aprendizado ali oferecido e no retorno ao uso da interface. Inferiu-se a partir dos resultados obtidos que, na busca por aplicativos que possam auxiliar no aprendizado de línguas estrangeiras, não são apenas os aspectos educacionais e os conteúdos apresentados que regem a escolha dos usuários, estes buscam também interfaces facilmente compreensíveis e experiências pessoalmente satisfatórias, aptas a adicionar motivação intrínseca ao aprendizadoCoordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPESapplication/pdfhttp://tede2.pucsp.br/tede/retrieve/46562/Ana%20Carolina%20Sim%c3%b5es%20de%20Freitas%20Cabral.pdf.jpgporPontifícia Universidade Católica de São PauloPrograma de Estudos Pós-Graduados em Tecnologias da Inteligência e Design DigitalPUC-SPBrasilFaculdade de Ciências Exatas e TecnologiaAplicativos móveisGamificaçãoInterface de programas aplicativos (Software)Mobile appsGamificationApplication Program Interfaces (Computer software)CNPQ::ENGENHARIASEstratégias lúdicas inseridas na experência do usuário: Duolingo e sua forma de aproximaçãoinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisinfo:eu-repo/semantics/openAccessreponame:Biblioteca Digital de Teses e Dissertações da PUC_SPinstname:Pontifícia Universidade Católica de São Paulo (PUC-SP)instacron:PUC_SPTEXTAna Carolina Simões de Freitas Cabral.pdf.txtAna Carolina Simões de Freitas Cabral.pdf.txtExtracted texttext/plain284386https://repositorio.pucsp.br/xmlui/bitstream/handle/21395/5/Ana%20Carolina%20Sim%c3%b5es%20de%20Freitas%20Cabral.pdf.txt109631a10eb338b2883ff3442a6dae29MD55ORIGINALAna Carolina Simões de Freitas Cabral.pdfAna Carolina Simões de Freitas Cabral.pdfapplication/pdf4968546https://repositorio.pucsp.br/xmlui/bitstream/handle/21395/2/Ana%20Carolina%20Sim%c3%b5es%20de%20Freitas%20Cabral.pdf97741efc0c80619790afca2e2ea661c2MD52LICENSElicense.txtlicense.txttext/plain; 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dc.title.por.fl_str_mv Estratégias lúdicas inseridas na experência do usuário: Duolingo e sua forma de aproximação
title Estratégias lúdicas inseridas na experência do usuário: Duolingo e sua forma de aproximação
spellingShingle Estratégias lúdicas inseridas na experência do usuário: Duolingo e sua forma de aproximação
Cabral, Ana Carolina Simões de Freitas
Aplicativos móveis
Gamificação
Interface de programas aplicativos (Software)
Mobile apps
Gamification
Application Program Interfaces (Computer software)
CNPQ::ENGENHARIAS
title_short Estratégias lúdicas inseridas na experência do usuário: Duolingo e sua forma de aproximação
title_full Estratégias lúdicas inseridas na experência do usuário: Duolingo e sua forma de aproximação
title_fullStr Estratégias lúdicas inseridas na experência do usuário: Duolingo e sua forma de aproximação
title_full_unstemmed Estratégias lúdicas inseridas na experência do usuário: Duolingo e sua forma de aproximação
title_sort Estratégias lúdicas inseridas na experência do usuário: Duolingo e sua forma de aproximação
author Cabral, Ana Carolina Simões de Freitas
author_facet Cabral, Ana Carolina Simões de Freitas
author_role author
dc.contributor.advisor1.fl_str_mv Petry, Luís Carlos
dc.contributor.authorLattes.fl_str_mv http://buscatextual.cnpq.br/buscatextual/visualizacv.do?id=K8029310J7
dc.contributor.author.fl_str_mv Cabral, Ana Carolina Simões de Freitas
contributor_str_mv Petry, Luís Carlos
dc.subject.por.fl_str_mv Aplicativos móveis
Gamificação
Interface de programas aplicativos (Software)
topic Aplicativos móveis
Gamificação
Interface de programas aplicativos (Software)
Mobile apps
Gamification
Application Program Interfaces (Computer software)
CNPQ::ENGENHARIAS
dc.subject.eng.fl_str_mv Mobile apps
Gamification
Application Program Interfaces (Computer software)
dc.subject.cnpq.fl_str_mv CNPQ::ENGENHARIAS
description Not everyone has the ease and pleasure to learn new languages. However, learning languages is increasingly important. With regard to entry into the labor market, for example, 91% of executives from different countries interviewed in the Global English Corporation survey believe that English is the main language of business. In the search for a solution to this issue, combining learning, translation and gamification, the Duolingo application was able to facilitate this task for users of the platform, who got involved and learned languages with the help of it. However, although widely used and well-evaluated in digital stores, under an academic view, many articles criticize its methodology (SANTANA, 2016; MOTA et al., 2016; DUARTE et al., 2016; BOGDAN, 2016; VALADARES et al., 2016; Gavarri, 2016), believing that it is inappropriate for this teaching. But if the methodology used is said to be ineffective, what corroborated for the application to reach so many users? This research aimed to evaluate heuristically (NIELSEN AND MOLICH, 1990; DESURVIRE et al., 2004; MALONE, 1980; PINELLI et al, 2008) the design of Duolingo interface and the way you interact directly with your users by playful aspects, in order to understand the relevance of these in the popularization of the application. In this way, we evaluated the role of user experience in the use of the application, the involvement with the learning offered there and the return to the use of the interface. It was inferred from the obtained results that, in the search for applications that can aid in the learning of foreign languages, it is not only the educational aspects and the contents presented that govern the choice of the users, they also look for easily understandable interfaces and personally satisfying experiences, apt to add intrinsic motivation to learning
publishDate 2018
dc.date.accessioned.fl_str_mv 2018-09-03T12:58:21Z
dc.date.issued.fl_str_mv 2018-03-02
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
dc.type.driver.fl_str_mv info:eu-repo/semantics/masterThesis
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dc.identifier.citation.fl_str_mv Cabral, Ana Carolina Simões de Freitas. Estratégias lúdicas inseridas na experência do usuário: Duolingo e sua forma de aproximação. 2018. 101 f. Dissertação (Mestrado em Tecnologias da Inteligência e Design Digital) - Programa de Estudos Pós-Graduados em Tecnologias da Inteligência e Design Digital, Pontifícia Universidade Católica de São Paulo, São Paulo, 2018.
dc.identifier.uri.fl_str_mv https://tede2.pucsp.br/handle/handle/21395
identifier_str_mv Cabral, Ana Carolina Simões de Freitas. Estratégias lúdicas inseridas na experência do usuário: Duolingo e sua forma de aproximação. 2018. 101 f. Dissertação (Mestrado em Tecnologias da Inteligência e Design Digital) - Programa de Estudos Pós-Graduados em Tecnologias da Inteligência e Design Digital, Pontifícia Universidade Católica de São Paulo, São Paulo, 2018.
url https://tede2.pucsp.br/handle/handle/21395
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dc.publisher.none.fl_str_mv Pontifícia Universidade Católica de São Paulo
dc.publisher.program.fl_str_mv Programa de Estudos Pós-Graduados em Tecnologias da Inteligência e Design Digital
dc.publisher.initials.fl_str_mv PUC-SP
dc.publisher.country.fl_str_mv Brasil
dc.publisher.department.fl_str_mv Faculdade de Ciências Exatas e Tecnologia
publisher.none.fl_str_mv Pontifícia Universidade Católica de São Paulo
dc.source.none.fl_str_mv reponame:Biblioteca Digital de Teses e Dissertações da PUC_SP
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