Bu araştırma, Duolingo müzik modülünün, öğrenmenin evrensel tasarımı ve eğitsel oyun bileşenleri açısından derinlemesine incelenmesini hedeflemektedir. Araştırma, nitel araştırma yöntemlerinden değerlendirici araştırma desenini benimseyerek gerçekleştirilmiştir. Veri toplama araçları olarak Evrensel Tasarım İlkeleri Kontrol Listesi ve Eğitimde Oyunlaştırma Unsurlarını Belirleme Formu kullanılmıştır. Uygulama, müzik eğitimi ve oyunlaştırma alanlarında çalışmaları olan üç uzman tarafından ayrıntılı bir değerlendirmeye tabi tutulmuştur. Araştırma sonuçlarına göre, Duolingo müzik uygulamasının öğrenmenin evrensel tasarımı ilkelerine ve eğitsel oyun bileşenlerine büyük ölçüde uygun olduğu ortaya çıkmıştır. Öğrenmenin evrensel tasarımı ilkeleri içinde yer alan toplam 45 maddenin 37'sinin uygulama tarafından karşılandığı ve genel olarak evrensel tasarım ilkelerine uygunluğunun yüksek olduğu belirlenmiştir. Bununla birlikte, bazı alanlarda geliştirme potansiyeli olduğu tespit edilmiştir. Özellikle, içerik özelleştirme, kullanıcı kontrolü ve alternatif klavye uyumluluğu gibi özelliklerde iyileştirmeler yapılması gerektiği vurgulanmıştır. Uygulamanın eğitsel oyun bileşenleri açısından incelendiğinde, görsel veya işitsel geri bildirimlerin yanı sıra kişiselleştirilebilir avatarlar ve liderlik tabloları gibi bazı özelliklerin mevcut olduğu görülmüştür. Ancak, hikâyeli görevlerin ve oyun içi takımların bulunmaması, uygulamanın bu alanda da geliştirilmesi gerektiğini göstermektedir. Sonuç olarak, Duolingo müzik uygulamasının güçlü yönlerinin yanı sıra gelişime açık yanlarının da olduğu belirlenmiştir. Bu nedenle, ileriki çalışmalarda uygulamanın deneysel olarak değerlendirilmesi önerilmektedir.
Ahmed, M. E. K. (2021). Architectural education in light of the universal design approach. International Design Journal, 11(3), 121-126. https://doi.org/10.21608/idj.2021.162503
Allingham, E., & Wöllner, C. (2023). Putting practice under the microscope: The perceived uses and limitations of slow instrumental music practice. Psychology of Music, 51(3), 906-923. https://doi.org/10.1177/03057356221129650
Aras, T. & Can, A. (2023). A study on educational software development through gamification in guitar education. Turkish Journal of Education, 12(1), 1-27. https://doi.org/10.19128/turje.1162940
Arkün-Kocadere, S., & Samur, S (2016). Oyundan oyunlaştırmaya [Play to Gamification]. M. Ekici, İ., Arslan & H., Tüzün, (Ed.), Eğitim teknolojileri okumaları [Readings in Educational Technologies] içinde (s. 397- 411). http://www.tojet.net/e-book/eto_2016.pdf
Black, R. D., Weinberg, L. A., & Brodwin, M. G. (2015). Universal design for learning and instruction: perspectives of students with disabilities in higher education. Exceptionality Education International, 25(2). https://doi.org/10.5206/eei.v25i2.7723
Brett, J., Gladwell, T., Xu, N., Amelidis, P., Davis, T., & Gatzidis, C. (2020). Developing games for the purposes of rote learning for keyboard and piano. Proceedings of IEEE Conference on Games (CoG), 724-727. https://doi.org/10.1109/cog47356.2020.9231779
Camacho, B., Melero, N., Molina, V., & Cortés-Vega, M. (2016). Inclusive university classrooms the importance of faculty training. In Proceedings of Second International Conference on Higher Education Advances, 182- 189. https://doi.org/10.4995/head16.2016.2630
Carrión Candel, E., & Colmenero, M. J. R. (2022). Gamification and mobile learning: innovative experiences to motivate and optimise music content within university contexts. Music Education Research, 24(3), 377–392. https://doi.org/10.1080/14613808.2022.2042500
CAST (2011). Universal design for learning guidelines version 2.0. Wakefield; MA. https://udlguidelines.cast.org/more/downloads
Chung, S. M., Wu, C. T. (2017). Mobile device applications for head start experience in music. In A. Brooks, & E. Brooks, (Ed.), In Interactivity, Game Creation, Design, Learning, and Innovation ArtsIT 2016. Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, vol 196. Springer, Cham. https://doi.org/10.1007/978-3-319-55834-9_22
Connell, B. R., Jones, M., Mace, R., Mueller, J., Mullick, A., Ostroff, E., . . . Vanderhaiden, G. (1997). The Principles of Universal Design. The Center for Universal Design, NC State University.
Costachescu, A. (2022). Quand la terminologie musicale italienne traverse les alpes, la manche et le danube. Analele Universității din craiova seria ştiinte filologice langues et littératures romanes, 25, 19-43. https://doi.org/10.52846/AUCLLR.2021.01.01
Darrow, A. (2010). Music education for all: employing the principles of universal design to educational practice. General Music Today, 24(1), 43-45. https://doi.org/10.1177/1048371310376901
Darrow, Alice-Ann (2016). Applying the principles of universal design for learning in general music. In Carlos R. Abril, & Brent M. Gault (eds), Teaching general music: Approaches, issues, and viewpoints (pp. 308-236). https://doi.org/10.1093/acprof:oso/9780199328093.003.0015
Demirel, S. (2022). A research on the design and use of colored notes for children in music education. Shanlax International Journal of Education, (S1-Aug), 11-20. https://doi.org/10.34293/education.v10is1-aug.5181
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining gamification. In Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments (9-15). Finlandiya: ACM. https://doi.org/10.1145/2181037.2181040
Deterding, S. (2012) Gamification: Designing for Motivation. Interactions, 19, 14-17.
https://doi.org/10.1145/2212877.2212883
Duolingo Team. (2023, October 11). Our brand-new music course hits all the right notes. Duolingo Blog. https://blog.duolingo.com/music-course/
Edyburn, D., & Edyburn, K. (2011). Tools for creating accessible, tiered, and multilingual web-based curricula. Intervention in School and Clinic, 47(4), 199-205. https://doi.org/10.1177/1053451211424603
Edyburn, D. L. (2005). Universal design for learning. Special Education Technology Practice, 7(5), 16-22. https://www.ocali.org/up_doc/UDL_SETP7.pdf
Fitch, G. (2002). Slow practicing: techniques, processes, and strategies: Teaching aspects. Musicus, 30(1), 107-111. https://hdl.handle.net/10520/EJC82856
Freitas, V., & Morais, A. (2019). Ensino de Música apoiado pelo uso de serious games: revisão sistemática sobre o panorama de publicações nacionais e internacionais. In Proceedings of rasileiro de Informática na Educação (SBIE), 833- 842. https://doi.org/10.5753/CBIE.SBIE.2019.833
Gürler, D. A. (2020). Oyunlaştırma öğelerinin eğitim bağlamında incelenmesi ve çalgı eğitimine katkısı. [Investigation of gaming elements in behalf of education and instrumental education] The Journal of Social Sciences, 30(30), 170-184. https://sobider.com/?mod=tammetin&makaleadi=&makaleurl=1295001815_4568%20Demet%20AYDINLI%20G%C3%9CRLER.pdf&key=32101
Hall, T., Cohen, N., Vue, G., & Ganley, P. (2014). Addressing learning disabilities with udl and technology. Learning Disability Quarterly, 38(2), 72-83. https://doi.org/10.1177/0731948714544375
Hawkins, J. (2011). A general history of the science and practice of music. Cambridge University Press. https://doi.org/10.1017/cbo9780511997518
Huseinović, L. (2023). The effects of gamification on student motivation and achievement ın learning english as a foreign language ın higher education. MAP Education and Humanities, 4, 10- 36. https://doi.org/10.53880/2744-2373.2023.4.10
Irzawati, I. (2023). The integration of duolingo into efl learning. Esteem Journal of English Education Study Programme, 6(2), 328-337. https://doi.org/10.31851/esteem.v6i2.12317
Kapp, K. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education. Pfeiffer. https://doi.org/10.1145/2207270.2211316
Kellaghan, T. (2010). Evaluation research. In P. Peterson, E. Baker, B. McGaw. P. (Ed.), International encyclopedia of education (Third Edition), 150-155. Elsevier. https://doi.org/10.1016/B978-0-08-044894-7.01326-9.
King-Sears, M. (2009). Universal design for learning: Technology and pedagogy. Learning Disability Quarterly, 32(4), 199–201. https://doi.org/10.2307/27740372
Kiryakova, G., Angelova, N., & Yordanova, L. (2014, October). Gamification in education. In Proceedings of 9th international Balkan education and science conference. Vol. 1, 679-684. https://www.academia.edu/download/53993982/293-Kiryakova.pdf
Krumhansl, C. L. (2000). Rhythm and pitch in music cognition. Psychological Bulletin, 126(1), 159–179. https://doi.org/10.1037/0033-2909.126.1.159
Kwastek, K., & La Cour, E. (2019). Dossier: Cross-media slowness. ASAP/Journal 4(3), 485-486. https://dx.doi.org/10.1353/asa.2019.0047.
Levey, S. (2023). Universal design for learning. Journal of Education, 203(2), 479-487. https://doi.org/10.1177/00220574211031954
Maxfield, L. (2018). Slow practice: How to do more than just practice slowly. Journal of Singing, 75(1), 69–73. https://vocology.utah.edu/_resources/documents/slow_practice_maxfield.pdf
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Investigation of Duolingo-Music in Terms of Universal Design for Learning and Gamification Components
This study aims to analyze the music module of the Duolingo application in terms of universal design of learning (UDL) and educational game components. The research was carried out using an evaluative design within qualitative research methods. Universal Design Principles Checklist and Educational Gamification Elements Identification Form were the data collection tools. The application was subjected to a detailed evaluation by three experts specialized in music education and gamification. According to the results, the Duolingo music application was mainly based on the principles of UDL and educational game components. It was determined that 37 of the 45 items within the UDL principles were met by the application, and its compliance with universal design principles was generally high. However, it was determined that some areas had the potential for improvement. In particular, it was emphasized that improvements should be made in features such as content customization, user control, and alternative keyboard compatibility. When the application was examined in terms of educational game components, it was seen that some features, such as customizable avatars and leaderboards, were available, as well as visual or auditory feedback. However, the lack of narrative tasks and in-game teams shows that the application must also be improved. In conclusion, it has been determined that Duolingo's music application has strengths and areas that need improvement. Therefore, it is recommended that the application be evaluated experimentally in future studies. Such studies can help us better understand the application's effectiveness and learning outcomes. In addition, suggestions can be developed to improve the user experience and create a more effective learning environment.
Ahmed, M. E. K. (2021). Architectural education in light of the universal design approach. International Design Journal, 11(3), 121-126. https://doi.org/10.21608/idj.2021.162503
Allingham, E., & Wöllner, C. (2023). Putting practice under the microscope: The perceived uses and limitations of slow instrumental music practice. Psychology of Music, 51(3), 906-923. https://doi.org/10.1177/03057356221129650
Aras, T. & Can, A. (2023). A study on educational software development through gamification in guitar education. Turkish Journal of Education, 12(1), 1-27. https://doi.org/10.19128/turje.1162940
Arkün-Kocadere, S., & Samur, S (2016). Oyundan oyunlaştırmaya [Play to Gamification]. M. Ekici, İ., Arslan & H., Tüzün, (Ed.), Eğitim teknolojileri okumaları [Readings in Educational Technologies] içinde (s. 397- 411). http://www.tojet.net/e-book/eto_2016.pdf
Black, R. D., Weinberg, L. A., & Brodwin, M. G. (2015). Universal design for learning and instruction: perspectives of students with disabilities in higher education. Exceptionality Education International, 25(2). https://doi.org/10.5206/eei.v25i2.7723
Brett, J., Gladwell, T., Xu, N., Amelidis, P., Davis, T., & Gatzidis, C. (2020). Developing games for the purposes of rote learning for keyboard and piano. Proceedings of IEEE Conference on Games (CoG), 724-727. https://doi.org/10.1109/cog47356.2020.9231779
Camacho, B., Melero, N., Molina, V., & Cortés-Vega, M. (2016). Inclusive university classrooms the importance of faculty training. In Proceedings of Second International Conference on Higher Education Advances, 182- 189. https://doi.org/10.4995/head16.2016.2630
Carrión Candel, E., & Colmenero, M. J. R. (2022). Gamification and mobile learning: innovative experiences to motivate and optimise music content within university contexts. Music Education Research, 24(3), 377–392. https://doi.org/10.1080/14613808.2022.2042500
CAST (2011). Universal design for learning guidelines version 2.0. Wakefield; MA. https://udlguidelines.cast.org/more/downloads
Chung, S. M., Wu, C. T. (2017). Mobile device applications for head start experience in music. In A. Brooks, & E. Brooks, (Ed.), In Interactivity, Game Creation, Design, Learning, and Innovation ArtsIT 2016. Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, vol 196. Springer, Cham. https://doi.org/10.1007/978-3-319-55834-9_22
Connell, B. R., Jones, M., Mace, R., Mueller, J., Mullick, A., Ostroff, E., . . . Vanderhaiden, G. (1997). The Principles of Universal Design. The Center for Universal Design, NC State University.
Costachescu, A. (2022). Quand la terminologie musicale italienne traverse les alpes, la manche et le danube. Analele Universității din craiova seria ştiinte filologice langues et littératures romanes, 25, 19-43. https://doi.org/10.52846/AUCLLR.2021.01.01
Darrow, A. (2010). Music education for all: employing the principles of universal design to educational practice. General Music Today, 24(1), 43-45. https://doi.org/10.1177/1048371310376901
Darrow, Alice-Ann (2016). Applying the principles of universal design for learning in general music. In Carlos R. Abril, & Brent M. Gault (eds), Teaching general music: Approaches, issues, and viewpoints (pp. 308-236). https://doi.org/10.1093/acprof:oso/9780199328093.003.0015
Demirel, S. (2022). A research on the design and use of colored notes for children in music education. Shanlax International Journal of Education, (S1-Aug), 11-20. https://doi.org/10.34293/education.v10is1-aug.5181
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining gamification. In Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments (9-15). Finlandiya: ACM. https://doi.org/10.1145/2181037.2181040
Deterding, S. (2012) Gamification: Designing for Motivation. Interactions, 19, 14-17.
https://doi.org/10.1145/2212877.2212883
Duolingo Team. (2023, October 11). Our brand-new music course hits all the right notes. Duolingo Blog. https://blog.duolingo.com/music-course/
Edyburn, D., & Edyburn, K. (2011). Tools for creating accessible, tiered, and multilingual web-based curricula. Intervention in School and Clinic, 47(4), 199-205. https://doi.org/10.1177/1053451211424603
Edyburn, D. L. (2005). Universal design for learning. Special Education Technology Practice, 7(5), 16-22. https://www.ocali.org/up_doc/UDL_SETP7.pdf
Fitch, G. (2002). Slow practicing: techniques, processes, and strategies: Teaching aspects. Musicus, 30(1), 107-111. https://hdl.handle.net/10520/EJC82856
Freitas, V., & Morais, A. (2019). Ensino de Música apoiado pelo uso de serious games: revisão sistemática sobre o panorama de publicações nacionais e internacionais. In Proceedings of rasileiro de Informática na Educação (SBIE), 833- 842. https://doi.org/10.5753/CBIE.SBIE.2019.833
Gürler, D. A. (2020). Oyunlaştırma öğelerinin eğitim bağlamında incelenmesi ve çalgı eğitimine katkısı. [Investigation of gaming elements in behalf of education and instrumental education] The Journal of Social Sciences, 30(30), 170-184. https://sobider.com/?mod=tammetin&makaleadi=&makaleurl=1295001815_4568%20Demet%20AYDINLI%20G%C3%9CRLER.pdf&key=32101
Hall, T., Cohen, N., Vue, G., & Ganley, P. (2014). Addressing learning disabilities with udl and technology. Learning Disability Quarterly, 38(2), 72-83. https://doi.org/10.1177/0731948714544375
Hawkins, J. (2011). A general history of the science and practice of music. Cambridge University Press. https://doi.org/10.1017/cbo9780511997518
Huseinović, L. (2023). The effects of gamification on student motivation and achievement ın learning english as a foreign language ın higher education. MAP Education and Humanities, 4, 10- 36. https://doi.org/10.53880/2744-2373.2023.4.10
Irzawati, I. (2023). The integration of duolingo into efl learning. Esteem Journal of English Education Study Programme, 6(2), 328-337. https://doi.org/10.31851/esteem.v6i2.12317
Kapp, K. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education. Pfeiffer. https://doi.org/10.1145/2207270.2211316
Kellaghan, T. (2010). Evaluation research. In P. Peterson, E. Baker, B. McGaw. P. (Ed.), International encyclopedia of education (Third Edition), 150-155. Elsevier. https://doi.org/10.1016/B978-0-08-044894-7.01326-9.
King-Sears, M. (2009). Universal design for learning: Technology and pedagogy. Learning Disability Quarterly, 32(4), 199–201. https://doi.org/10.2307/27740372
Kiryakova, G., Angelova, N., & Yordanova, L. (2014, October). Gamification in education. In Proceedings of 9th international Balkan education and science conference. Vol. 1, 679-684. https://www.academia.edu/download/53993982/293-Kiryakova.pdf
Krumhansl, C. L. (2000). Rhythm and pitch in music cognition. Psychological Bulletin, 126(1), 159–179. https://doi.org/10.1037/0033-2909.126.1.159
Kwastek, K., & La Cour, E. (2019). Dossier: Cross-media slowness. ASAP/Journal 4(3), 485-486. https://dx.doi.org/10.1353/asa.2019.0047.
Levey, S. (2023). Universal design for learning. Journal of Education, 203(2), 479-487. https://doi.org/10.1177/00220574211031954
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Details
Primary Language
English
Subjects
Fine Arts Education, Educational Technology and Computing
Sever, G., Dağhan, B., & Böke, S. (2024). Investigation of Duolingo-Music in Terms of Universal Design for Learning and Gamification Components. The Journal of Limitless Education and Research, 9(3), 463-518. https://doi.org/10.29250/sead.1525496