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Duolingo-Müzik Uygulamasının Öğrenmenin Evrensel Tasarımı ve Eğitsel Oyun Bileşenleri Açısından İncelenmesi

Year 2024, Volume: 9 Issue: 3, 463 - 518, 15.11.2024
https://doi.org/10.29250/sead.1525496

Abstract

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.

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Investigation of Duolingo-Music in Terms of Universal Design for Learning and Gamification Components

Year 2024, Volume: 9 Issue: 3, 463 - 518, 15.11.2024
https://doi.org/10.29250/sead.1525496

Abstract

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.

References

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  • 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
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  • 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
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  • 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
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Details

Primary Language English
Subjects Fine Arts Education, Educational Technology and Computing
Journal Section Makaleler
Authors

Gülşah Sever 0000-0003-0559-6993

Berivan Dağhan 0000-0002-9889-4617

Sefa Böke 0000-0003-4472-3887

Publication Date November 15, 2024
Submission Date July 31, 2024
Acceptance Date November 12, 2024
Published in Issue Year 2024 Volume: 9 Issue: 3

Cite

APA 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

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