Implementing Game Mechanics for Crowdsourced Language Learning
Mobile phones and other digital devices has become a big part of our everyday
lives. We have stepped into a digital age where the amount of information
contributed by us to the Internet has exploded. We are using applications
and online services for purposes such as personal entertainment and personal
education. More and more services and sites bases itself on the contributions
of its users, and without these contributions, the system will stagnate
and falter. We share and learn from each other in the form of text and media.
This thesis takes a closer look on how the use of game attributes can be
used to make contributions to the crowdsourced language learning application
Lingobee self-driven and more fun. These attributes are introduced in
an attempt to harness some of their motivational properties to further engage
The technological delivery presented with this thesis is a prototype with implemented
game mechanics and connection to Lingobees repository. The
game mechanics that are implemented focuses on creating an implicit competition
amongst the users of Lingobee. The application was tested and
evaluated by eight testers with different backgrounds and knowledge about
gamification during a period of three weeks.
The research achievement was evaluating the results from the user evaluation,
and the testers perception of the applications usefulness and usability.
It was discovered that the chosen game mechanics implemented was considered
to promote both motivation and engagement amongst testers, and the
results can be used in the further development of the application Lingobee.
Place, publisher, year, edition, pages
Institutt for datateknikk og informasjonsvitenskap , 2014. , 146 p.
IdentifiersURN: urn:nbn:no:ntnu:diva-26750Local ID: ntnudaim:10225OAI: oai:DiVA.org:ntnu-26750DiVA: diva2:751060
Divitini, Monica, ProfessorPetersen, Sobah