Motivation in language learning and fitness apps
Authors
Jankunas, Rimvydas ; Kapelac, Eva
Term
4. term
Publication year
2020
Submitted on
2020-05-31
Pages
108
Abstract
Dette speciale undersøger motivation i sprog- og fitnessapps med fokus på, hvordan gamification, feedback og overtalende design påvirker kort- og langsigtet engagement samt vaneformation. Med afsæt i Self-Determination Theory og relaterede perspektiver (bl.a. flow, operant betingning og distribueret praksis) samt Bloom’s taksonomi og modeller for persuasive systemer (herunder Fogg’s Behaviour Model) stilles spørgsmålet: Hvilke app-elementer understøtter indre og ydre motivation, og hvordan kan de omsættes til mere engagerende læringsoplevelser? Undersøgelsen kombinerer et litteraturreview og teoretisk syntese med en komparativ featureanalyse af udbredte sprog- og træningsapps og indsamler empiriske data via semistrukturerede interviews og et online spørgeskema. Etiske temaer som smartphone-overforbrug, datasurveillance og brug af straf inddrages løbende. Analysen af app-funktioner og brugerperspektiver munder ud i praktiske designforslag, som skal styrke motivation og regelmæssig øvelse i sprogapps; konkrete resultater og anbefalinger præsenteres senere i specialet og fremgår ikke af dette uddrag.
This thesis examines motivation in language learning and fitness apps, focusing on how gamification, feedback, and persuasive design shape short- and long-term engagement and habit formation. Guided by Self-Determination Theory and related perspectives (including flow, operant conditioning, and distributed practice), as well as Bloom’s Taxonomy and models of persuasive systems (such as Fogg’s Behavior Model), the study asks which app elements support intrinsic and extrinsic motivation and how these can be applied to design more engaging learning experiences. The research combines a review and synthesis of motivation and gamification literature with a comparative feature analysis of widely used language and fitness apps, and collects empirical data through semi-structured interviews and an online questionnaire. Ethical considerations—including smartphone overuse, data surveillance, and the use of punishment—are addressed throughout. Analyses of app features and user perspectives are used to derive practical design suggestions intended to sustain motivation and support regular practice in language learning apps; specific results and guidelines are presented later in the thesis and are not included in this excerpt.
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Keywords
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