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

Gamifying Children's Linguistic Intelligence With the Duolingo App: A Case Study From Indonesia
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Author(s): Muhibuddin Fadhli (Universitas Muhammadiyah Ponorogo, Indonesia), Sukirman Sukirman (Institut Agama Islam Negeri Palopo, Indonesia), Saida Ulfa (Educational Technology Department, State University of Malang, Indonesia), Happy Susanto (Universitas Muhammadiyah Ponorogo, Indonesia)and Aldo Redho Syam (State University of Malang, Indonesia)
Copyright: 2022
Pages: 14
Source title: Research Anthology on Developments in Gamification and Game-Based Learning
Source Author(s)/Editor(s): Information Resources Management Association (USA)
DOI: 10.4018/978-1-6684-3710-0.ch067

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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.

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