PUBG or duolingo for learning language? | Актуальные вопросы языковой подготовки в глобализирующемся мире

PUBG or duolingo for learning language?

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Ахатова, С. (2024). PUBG or duolingo for learning language?. Актуальные вопросы языковой подготовки в глобализирующемся мире, 1(1). извлечено от https://inlibrary.uz/index.php/issues-language-training/article/view/33101
Севарахон Ахатова, Узбекский государственный университет мировых языков
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Аннотация

Learning the language in digital form is the best strategy for who lives in the age of technology. Whereas gamification is picking up ground in commerce, promoting, corporate administration, and wellness activities, its application in instruction is still an rising slant. The article presents study on digital gamification and its benefitical sides to learning process within educational and non educational digital games, namely Duolingo and Player Unknowns’ Battleground. The study compares the advantages of non-educational game PUBG, which offers immersive language acquisition opportunities and communication with native speakers, with those of educational app Duolingo, known for its smart design and personalized learning features. The findings shed light on the diverse benefits of digital gamification in language learning and underscore the potential of both platforms in making language acquisition more enjoyable and effective in the digital era. It will be useful for self second language learners who want enthusiasm and motivation during the learning process. Therefore this paper will discuss about the role of gamification as an educational technology tool in engaging and motivating students within Duolingo and PUBG.

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Topical issues of language training

in the globalized world

52

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1974) (shartli b

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vaziyatning barcha aktantlarini (qatnashuvchilarini) ham

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Foydalanilgan adabiyotlar r

o‘

yxati

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-670 c.

PUBG OR DUOLINGO FOR LEARNING LANGUAGE?

Akhatova Sevarakhon

student

Uzbek State World Languages University



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Topical issues of language training

in the globalized world

53

Abstract

Learning the language in digital form is the best strategy for who lives in the age of

technology. Whereas gamification is picking up ground in commerce, promoting, corporate
administration, and wellness activities, its application in instruction is still an rising slant. The article
presents study on digital gamification and its benefitical sides to learning process within educational
and non educational digital games, namely Duolingo and Player Unknowns

Battleground. The study

compares the advantages of non-educational game PUBG, which offers immersive language
acquisition opportunities and communication with native speakers, with those of educational app
Duolingo, known for its smart design and personalized learning features. The findings shed light on
the diverse benefits of digital gamification in language learning and underscore the potential of both
platforms in making language acquisition more enjoyable and effective in the digital era. It will be
useful for self second language learners who want enthusiasm and motivation during the learning
process. Therefore this paper will discuss about the role of gamification as an educational technology
tool in engaging and motivating students within Duolingo and PUBG.

Key words

: Gamification, PUBG, Duolingo, language learning, digital, educational

technology.

Digital Gamification is utilizing well-designed computerized diversions to

fortify learners

dialect, critical-thinking and problem-solving capacities. The impact

of digital gamified language learning on language achievement has been corroborated

in the education. However, its impact on language achievement, especially in the

English as a foreign language (EFL) context needs further investigation. Exploring the

effects of digital gamified language learning using a mobile application (app)

affordances on EFL learners

language achievement, foreign language enjoyment

(FLE), and ideal second language (L2) self is objectives of employing digital

gamification. Digital gamification involves employing game-supported activities to

interact with other learners, improving their language learning. Also foreign language

enjoyment and ideal L2 self learning can improve students

enthusiasm and

involvement in digital gamified language learning activities. Gamification is used to

change behavior, to educate, or to motivate using game elements such as points, badges

and leaderboards. The technique of reward laced gamification already has a common

ground in the social media and in applications (apps). The arrival of android and apple

devices that has introduced a wider audience to this approach so, indirectly

encourages the rise of new gamers. Recent advancements in education has seen the

arrival of “digital natives” whose lives are always intertwined around technologies.

( L. Johnson, S. Adams, and K. Haywood, 2011)


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Topical issues of language training

in the globalized world

54

Most popular entertainment medium is computer games throughout the world.

Nowadays playing digital games is getting more and more popular among adults due

to learning new languages.

PUBG

,

CSgo

and

Asphalt 8

are the most suitable

examples of my words. However I want to discuss this topic within the PUBG, non

educational game. PUBG is a player versus player shooter game in which up to one

hundred players fight in a battle royale, a type of large-scale last man standing

deathmatch where players fight to remain the last alive. Players can choose to enter the

match solo, duo, or with a small team of up to four people. The last person or team

alive wins the match. (Carter, Chris June 9, 2017). The 18-25 age group makes up the

majority of the player base.

There are some advantages associated with non educational video game PUBG.

Firstly, gamers can achieve learning vocabulary from PUBG as an authentic material

without books or teachers. There are a lot of multinational players gathered among the

world. However the most of time they will begin playing without changing the

language from apps

language, especially, English, to their first language. Players

come across some orders or editable settings during the game due to enrich high score.

Then they will learn it directly. For example, a lot of gamers learn meaning of the

words

start

,

exit

,

close

,

back

or

play

during the game without any dictionary.

Secondly, PUBG players can communicate or chat online with native language gamers.

They understand each other easily from situation and same topics for talking.

Especially, we can listen words

help

,

come, make some noise

,

rush the enemy

and etc. Gamers understand this orders from the situation and try to help to their

teammates.

Professional students are having experience of what they find more enjoyable

in using Android games using internet and how they are learning through various

application gives valuable information for the design of new model intended for them.

The size of educational electronic games are increasing day by day. For example,

Duolingo, Rosetta Stone, Babbel are the most popular applications worldwide. Apps

like Duolingo, Memrise, and Babbel all promise to teach you how to read, write, or


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Topical issues of language training

in the globalized world

55

speak a new language, all from your phone. However Duolingo is one of the modern

applications that facilitate acquiring a second language.

There are some advantages based on gamification with Duolingo app. First of

all, Duolingo is a very smart app. For example,if in a translation exercise, learners type

“Im not a teacher” instead of “I’m not a teacher”, the app will know this is a typo and

not a mistake. The learners pass the exercise but are reminded of the typographical

error in their answers. ( Musa Nushi and Mohamad Hosein Eqbali, 2018). Another

interesting characteristic of the app is the Dumbbell button that learners can use from

the home page of their course. Through this feature, Duolingo offers personalized

exercises for each learner, focusing on their weaknesses and improving their skills. By

“gamifying” learning, Duolingo has been able to keep the learners interested and less

self-

conscious of learning. Once a person is “addicted” to the games of this extremely

user-friendly app, they are bound to spend time on it when they are bored on the bus

ride home from work. (HEATHER COFFEY, 2019)

In conclusion, both PUBG and Duolingo offer unique advantages for language

learning through digital gamification. While PUBG provides immersive opportunities

for direct language acquisition and communication with native speakers, Duoling

o‘

s

smart app design and personalized exercises enhance learning retention and

engagement. Ultimately, the choice between the two platforms depends on individual

preferences and learning styles, but both demonstrate the potential of gamification in

making language learning more enjoyable and effective in the digital age.

References

1.

Carter, Chris (June 9, 2017).

Understanding Playerunknown

s Battlegrounds

. Polygon.

Archived from the original on June 9, 2017. Retrieved June 9, 2017.

2.

D. M. Boyd and N. B. Ellison, “Social Network Sites: Definition, History, and Scholarship,”

J. Comput. Commun., vol. 13, no. 1, pp. 210

230, Oct. 2007.

3.

Digital game-

based learning” by HEATHER COFFEY http://www.learnnc.org/lp/pages/4970

4.

Musa Nushi and Mohamad Hosein Eqbali DUOLINGO: A Mobile Appplication to Assist
Second language learning, Teaching English with Technology, 17(1), 89-98,

http://www.tewtjournal.org

.

5.

Rakhmonov, A. B. (2020). ИСПОЛЬЗОВАНИЕ ФУНКЦИОНАЛЬНОГО ПОДХОДА В
УПРАВЛЕНИИ САМОСТОЯТЕЛЬНЫХ РАБОТ СТУДЕНТОВ.

Theoretical & Applied

Science

, (12), 112-117.

Библиографические ссылки

Carter, Chris (June 9, 2017). “Understanding Playerunknown’s Battlegrounds”. Polygon. Archived from the original on June 9, 2017. Retrieved June 9, 2017.

D. M. Boyd and N. B. Ellison, “Social Network Sites: Definition, History, and Scholarship,” J. Comput. Commun., vol. 13, no. 1, pp. 210–230, Oct. 2007.

Digital game-based learning” by HEATHER COFFEY http://www.learnnc.org/lp/pages/4970

Musa Nushi and Mohamad Hosein Eqbali DUOLINGO: A Mobile Appplication to Assist Second language learning, Teaching English with Technology, 17(1), 89-98, http://www.tewtjournal.org.

Rakhmonov, A. B. (2020). ИСПОЛЬЗОВАНИЕ ФУНКЦИОНАЛЬНОГО ПОДХОДА В УПРАВЛЕНИИ САМОСТОЯТЕЛЬНЫХ РАБОТ СТУДЕНТОВ. Theoretical & Applied Science, (12), 112-117.

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