Estratégias lúdicas inseridas na experência do usuário: Duolingo e sua forma de aproximação
Autor(a) principal: | |
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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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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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masterThesis |
status_str |
publishedVersion |
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. |
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https://tede2.pucsp.br/handle/handle/21395 |
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Pontifícia Universidade Católica de São Paulo |
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Programa de Estudos Pós-Graduados em Tecnologias da Inteligência e Design Digital |
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PUC-SP |
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Brasil |
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Faculdade de Ciências Exatas e Tecnologia |
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Pontifícia Universidade Católica de São Paulo |
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