Gamifying Children's Linguistic Intelligence With the Duolingo App: A Case Study From Indonesia

Muhibuddin Fadhli*, Sukirman Sukirman, Saida Ulfa, Happy Susanto, Aldo Redho Syam

*Corresponding author for this work

Research output: Chapter in Book/Report/Conference proceedingChapter (peer-reviewed)peer-review

1 Citation (Scopus)

Abstract

This chapter discusses the use of Duolingo App to enhance children's linguistic intelligence. Linguistic intelligence is expertise in applying vocabularies effectively and efficiently. Duolingo is an application based on the Android platform which helps children mastering other languages that they can practice speaking, reading, listening, and writing through a play. Children in early childhood are in the period of ‘playing' spontaneously. They will do activities of playing without any instruction from others. The activity of playing naturally will stimulate the aspects of linguistic and symbolic that this development is closely related to learning to speak by involving the ability to vocalize. The use of this application will implement toward gamification method. Gamification uses game-based mechanics, aesthetics, and game thinking to engage people, motivate action, promote learning, and solve problems. This chapter provides an illustration that gamification can be used specifically in stimulating linguistic intelligence based on a case study in Indonesia.
Original languageEnglish
Title of host publicationMobile Learning Applications in Early Childhood Education
EditorsStamatios Papadakis, Michail Kalogiannakis
Place of PublicationHershey PA USA
PublisherIGI Global Publishing
Chapter7
Pages122-135
Number of pages14
ISBN (Electronic)9781799814887
ISBN (Print) 978179981486, 9781799814863
DOIs
Publication statusPublished - 2020
Externally publishedYes

Fingerprint

Dive into the research topics of 'Gamifying Children's Linguistic Intelligence With the Duolingo App: A Case Study From Indonesia'. Together they form a unique fingerprint.

Cite this