FOSTERING INTRINSIC MOTIVATION IN EFL LEARNERS THROUGH DUOLINGO’S GAMIFICATION: A QUALITATIVE STUDY

Lena Amalia, Izzati Gemi Seinsiani

Abstract


Motivation plays a crucial role in English as a Foreign Language (EFL) learning, particularly in contexts with limited exposure to English outside the classroom. Although gamified language learning applications such as Duolingo are widely used, previous studies have largely emphasized extrinsic motivation and quantitative approaches. This study aimed to explore how Duolingo’s gamification fosters intrinsic motivation in EFL learners through the lens of Self-Determination Theory, focusing on autonomy, competence, and relatedness. A descriptive qualitative design was employed involving ten seventh-semester EFL university students from Universitas Negeri Semarang who were active Duolingo users. Data were collected through semi-structured interviews and an SDT-based questionnaire and analyzed using thematic analysis. The findings indicate that Duolingo’s gamification supports intrinsic motivation by creating an enjoyable, flexible, and engaging learning environment. Most participants reported using Duolingo primarily for personal enjoyment rather than external rewards, suggesting a shift toward intrinsic motivation. Autonomy and competence emerged as the most influential factors, while relatedness showed varied effects among learners. Overall, this study provides qualitative evidence that supporting learners’ psychological needs through gamification can enhance intrinsic motivation in EFL learning contexts.

Keyword: Duolingo; EFL learners; intrinsic motivation; Self-Determination Theory

Keywords


Duolingo; EFL learners; intrinsic motivation; Self-Determination Theory

Full Text:

PDF

References


Braun, V., & Clarke, V. (2006). Using thematic analysis in psychology. Qualitative Research in Psychology, 3(2), 77–101. https://doi.org/10.1191/1478088706qp063oa

Cechetti, N. P., Bellei, E. A., Biduski, D., Rodriguez, J. P. M., Roman, M. K., & De Marchi, A. C. B. (2019). Developing and implementing a gamification method to improve user engagement: A case study with an m-Health application for hypertension monitoring. Telematics and Informatics, 41, 126–138. https://doi.org/10.1016/j.tele.2019.04.007

Daliranfirouz, E., Amiryousefi, M., Geld, R. N., & Ansari, D. N. (2024). Gamification and the Duality of Extrinsic and Intrinsic Motivation. Journal of English Language Teaching and Learning, 16(33), 135–150. https://doi.org/10.22034/elt.2024.60736.2615

Doyle, L., McCabe, C., Keogh, B., Brady, A., & McCann, M. (2020). An overview of the qualitative descriptive design within nursing research. Journal of Research in Nursing, 25(5), 443–455. https://doi.org/10.1177/1744987119880234

Elaish, M. M., Ghani, N. A., Shuib, L., & Al-Haiqi, A. (2019). Development of a Mobile Game Application to Boost Students’ Motivation in Learning English Vocabulary. IEEE Access, 7, 13326–13337. https://doi.org/10.1109/ACCESS.2019.2891504

Gao, F. (2024). Advancing Gamification Research and Practice with Three Underexplored Ideas in Self-Determination Theory. TechTrends, 68(4), 661–671. https://doi.org/10.1007/s11528-024-00968-9

Grabner-Hagen, M. M., & Kingsley, T. (2023). From badges to boss challenges: Gamification through need-supporting scaffolded design to instruct and motivate elementary learners. Computers and Education Open, 4. https://doi.org/10.1016/j.caeo.2023.100131

Guay, F. (2022). Applying Self-Determination Theory to Education: Regulations Types, Psychological Needs, and Autonomy Supporting Behaviors. Canadian Journal of School Psychology, 37(1), 75–92. https://doi.org/10.1177/08295735211055355

Hadi Mogavi, R., Guo, B., Zhang, Y., Haq, E. U., Hui, P., & Ma, X. (2022). When Gamification Spoils Your Learning: A Qualitative Case Study of Gamification Misuse in a Language-Learning App. L@S 2022 - Proceedings of the 9th ACM Conference on Learning @ Scale, 175–188. https://doi.org/10.1145/3491140.3528274

Jeon, J. (2022). Exploring a self-directed interactive app for informal EFL learning: a self-determination theory perspective. Education and Information Technologies, 27(4), 5767–5787. https://doi.org/10.1007/s10639-021-10839-y

Kode, O. (2025). GAMIFICATION IN EDUCATION: REVIEW OF CHALLENGES AND RECOMMENDATIONS FOR EFFECTIVE PRACTICE. International Journal on Cybernetics & Informatics, 14(4), 13–28. https://doi.org/10.5121/ijci.2025.140402

Salsabila Lahji. (2024). Improving English Learning Motivation With the English App Duolingo. Morfologi: Jurnal Ilmu Pendidikan, Bahasa, Sastra Dan Budaya, 2(5), 194–203. https://doi.org/10.61132/morfologi.v2i5.947

Sandelowski, M. (2000). Focus on research methods: Whatever happened to qualitative description? Research in Nursing and Health, 23(4), 334–340. https://doi.org/10.1002/1098-240x(200008)23:4<334::aid-nur9>3.0.co;2-g

Suh, A., Wagner, C., & Liu, L. (2018). Enhancing User Engagement through Gamification. Journal of Computer Information Systems, 58(3), 204–213. https://doi.org/10.1080/08874417.2016.1229143

Zeng, C., & Fisher, L. (2024). Opening the “Black Box”: How Out-of-Class Use of Duolingo Impacts Chinese Junior High School Students’ Intrinsic Motivation for English. ECNU Review of Education, 7(2), 283–307. https://doi.org/10.1177/20965311231171606

Zhou, S. (2024). Gamifying language education: the impact of digital game-based learning on Chinese EFL learners. Humanities and Social Sciences Communications, 11(1). https://doi.org/10.1057/s41599-024-04073-3




DOI: https://doi.org/10.26877/jwp.v6i1.26797

Refbacks

  • There are currently no refbacks.


Copyright (c) 2026 Lena Amalia, Izzati Gemi Seinsiani

Creative Commons License
This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.

Jurnal Wawasan Pendidikan

ISSN 2807-5714 (Print), ISSN 2807-4025 (Online)

Universitas Persatuan Guru Republik Indonesia Semarang
Jl. Sidodadi Timur No. 24 -Dr. Cipto, Semarang

Prasena Arisyanto, S.Pd., M.Pd

Email: [email protected]

 

This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License