English Language Education Students' Use of the Duolingo App in English Learning
Abstract
This descriptive qualitative study investigates English Language Education students' perceptions of the Duolingo app, focusing on its perceived disadvantages. The subjects were students from the English Language Education Study Program at Muhammadiyah University of Surakarta. The findings indicate that students generally view Duolingo positively, citing its user-friendly design, gamified elements, and interactive learning techniques as key strengths. Features like badges, levels, and game-based exercises effectively maintain motivation and engagement in language learning.
Keywords
Full Text:
PDFReferences
Berg, B. L. (2007). Qualitative Research Methods for the Social Sciences. Pearson.
Bermudez Natanael, & Diaz Bayron. (2017). Duolingo: An Useful Complementary Mobile Tool To Improve English As A Foreign Language Learning And Teaching.
Dehganzadeh, H., & Dehganzadeh, H. (2020). Investigating effects of digital gamification-based language learning: a systematic review. University of Tabriz.
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. E. (2011). From game design elements to gamefulness: defining “gamification”. . Roceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments. ACM.
Ericsson Kamsik, A., & Daud, A. (2023). Students’ perception on the use of the Duolingo application as a medium for developing university-level English language skills. In Journal of English Language Teaching and Learning (JETLE) (Vol. 5, Issue 1). http://ejournal.uin-malang.ac.id/index.php/JETLe
Fadilah, K. (2022). Students’ Perception On The Use Of Duolingo Application In Learning English During Covid-19. 18, 95–105. http://jurnaltarbiyah.uinsu.ac.id/vision
Fauzi Tasyakuriana, R. (2023). Students’ Perception On The Use Of Duolingo Platform For Learning English In Department English Education At Muhammadiyah University Of Surakarta.
Grego, J. (2012). Duolingo Effectiveness Study.
Hadina, N., Sari, M. K., & Yoni, E. (2023). Student’s Perception Of Using Duolingo As An English Learning Application. Journal of Educational Management and Strategy, 2(2), 146–154. https://doi.org/10.57255/jemast.v2i2.291
Herlina, E., Yundayani, A., & Astuti, S. (2021). Penggunaan Duolingo sebagai Media Pembelajaran Berbasis Teknologi dalam Meningkatkan Keterampilan Berbicara Siswa. SEMNARA.
Hill, R. P., & Sharma, E. (2020). Consumer Vulnerability. Journal of Consumer Psychology, 30.
Huang, W. H.-Y. and S. D. (2013). Gamification of Education. Research Report Series: Behavioural Economics in Action.
Jaelani, A., & Sutari, D. R. (2020). Students’ Perception Of Using Duolingo Application As A Media In Learning Vocabulary.
Kapp Karl. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education. Pfeiffer.
Kuimova, M., Burleigh, D., Uzunboylu, H., & Bazhenov, R. (2018). Positive Effects of Mobile Learning on Foreign Language Learning. TEM, 7(4), 837–841.
Kusmaryani, W., Musthafa, B., & Purnawarman, P. (2019). The influence of mobile applications on students’ speaking skill and critical thinking in English language learning. Journal of Physics: Conference Series, 1193(1). https://doi.org/10.1088/1742-6596/1193/1/012008
Luthfi, A. Z. Al. (2021). Analisa pengukuran usability sistem menggunakan metode use questionary pada aplikasi Duolingo. JTIK (Jurnal Teknik Informatika Kaputama), 5(2).
Marczewski, A. (2013). Gamification: A Simple Introduction and a Bit More.
McGreal, R. (2004). Online Education Using Learning Objects: Vol. XXV (2ND ed.). Routledge.
Nah, F. F. H., Telaprolu, V. R., Rallapalli, S., & Venkata, P. R. (2013). Gamification of Education Using Computer Games. Lecture Notes in Computer Science (Including Subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), 8018 LNCS(PART 3), 99–107. https://doi.org/10.1007/978-3-642-39226-9_12
Tom Simonite. (2012, November 29). The Cleverest Business Model in Online Education. https://www.technologyreview.com/2012/11/29/181418/the-cleverest-business-model-in-online-education/
Werbach, K. (2014). (Re)Defining Gamification: A Process Approach.
DOI: https://doi.org/10.31004/jele.v10i1.722
Refbacks
- There are currently no refbacks.
Copyright (c) 2025 Hanindya Ichthy Renova, Fitri Kurniawan

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