This questionnaire investigates the role of gamification in motivating university EFL (English as a Foreign Language) students using Duolingo. Gamification refers to the integration of game-like elements, such as points, badges, leaderboards, and challenges, into non-game contexts. This study aims to understand how these features influence your engagement and motivation while learning English on Duolingo.
Purpose:
The purpose of this research is to explore the relationship between Duolingo's gamification features and your motivation to learn English. Your responses will help us understand which aspects of gamification are most effective and how they contribute to your overall learning experience.
Instructions:
Please answer the following questions honestly based on your experience using Duolingo. There are no right or wrong answers.
For each question, select the option that best reflects your opinion using the following scale:
Ethics Statement:
Your participation in this study is completely voluntary. You are free to withdraw at any time without penalty. Your responses will be kept strictly confidential and anonymized. Data will be stored securely and used only for research purposes. Individual responses will not be shared with anyone outside the research team.
This study has been reviewed by the Ethical Review Panel and Academic committee of Faculty of Humanities and Social Sciences of City University of Macau. The review content includes
benefit and risk assessment, care of research participants and privacy protection, etc., and hasThank you for your participation!