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      가치 민감 디자인 방법론을 통한 게이미피케이션의 윤리적 평가 : 언어학습 플랫폼 듀오링고 사례 연구 = Ethical Evaluation of Gamification Through Value Sensitive Design Methodology: A Case Study of the <Duolingo>

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      https://www.riss.kr/link?id=A109793981

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      This study analyzes the gamification elements of the language learning platform Duolingo from an ethical perspective using Value Sensitive Design (VSD) methodology, with a particular focus on exploring the boundary between positive engagement mechanisms and dark patterns. By applying conceptual, empirical, and technical investigations of VSD, we conducted user surveys (n=52) and app review analyses (n=500), and examined the technical implementation and user experience of Duolingo's key gamification elements (streak system, leaderboard and league system, heart system, reward and virtual currency system, notification and reminder system). The analysis results confirm that gamification elements have a dual nature: while they positively impact learning motivation and persistence, they can simultaneously induce stress and foster formalistic participation. Based on these findings, we present compromise strategies for major value conflicts, including educational value versus engagement promotion, intrinsic versus extrinsic motivation, and user autonomy versus platform control. Additionally, we developed a practical framework for systematically evaluating the ethical aspects of gamification elements.
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      This study analyzes the gamification elements of the language learning platform Duolingo from an ethical perspective using Value Sensitive Design (VSD) methodology, with a particular focus on exploring the boundary between positive engagement mechanis...

      This study analyzes the gamification elements of the language learning platform Duolingo from an ethical perspective using Value Sensitive Design (VSD) methodology, with a particular focus on exploring the boundary between positive engagement mechanisms and dark patterns. By applying conceptual, empirical, and technical investigations of VSD, we conducted user surveys (n=52) and app review analyses (n=500), and examined the technical implementation and user experience of Duolingo's key gamification elements (streak system, leaderboard and league system, heart system, reward and virtual currency system, notification and reminder system). The analysis results confirm that gamification elements have a dual nature: while they positively impact learning motivation and persistence, they can simultaneously induce stress and foster formalistic participation. Based on these findings, we present compromise strategies for major value conflicts, including educational value versus engagement promotion, intrinsic versus extrinsic motivation, and user autonomy versus platform control. Additionally, we developed a practical framework for systematically evaluating the ethical aspects of gamification elements.

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