Exploring AI-powered gamified flipped classroom in an English-speaking course: a case of Duolingo

This study examines the impact of an AI-powered, gamified flipped classroom using Duolingo on Thai EFL students’ speaking skills, confidence, and perceptions, addressing the need for technology-enhanced learning. While previous research explored gamification and flipped learning separately, this study bridges the gap by examining their combined effects. Over 12 weeks, 48 first-year university students participated in pre- and post-tests, surveys, and interviews. Results showed significant improvements in speaking skills, particularly in topic communication and discussions, with students reporting increased confidence in casual conversations and presentations. Duolingo was perceived as effective for vocabulary, pronunciation, and listening skills, with its gamified environment reducing anxiety and enhancing engagement. However, intermediate and advanced learners noted limitations for higher proficiency levels. This study highlights gamified flipped learning as a scalable approach to improving foundational language skills, with recommendations to expand advanced content for broader applicability.

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Publication Details

Journal
Cogent Education
Published
2025-04-21
DOI
https://doi.org/10.1080/2331186x.2025.2488545
Citations
9
Primary Topic
Online Learning and Analytics
Type
article
Field-Weighted Citation Impact
15.24
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article

Exploring AI-powered gamified flipped classroom in an English-speaking course: a case of Duolingo

Kiki Juli Anggoro, Treenuch Chaowanakritsanakul, Kedkarn Phanwiriyarat
9 citations
Cogent Education
Online Learning and Analytics
15.24
article

Exploring AI-powered gamified flipped classroom in an English-speaking course: a case of Duolingo

Kiki Juli Anggoro, Treenuch Chaowanakritsanakul, Kedkarn Phanwiriyarat
article en
9 citations

Abstract

This study examines the impact of an AI-powered, gamified flipped classroom using Duolingo on Thai EFL students’ speaking skills, confidence, and perceptions, addressing the need for technology-enhanced learning. While previous research explored gamification and flipped learning separately, this study bridges the gap by examining their combined effects. Over 12 weeks, 48 first-year university students participated in pre- and post-tests, surveys, and interviews. Results showed significant improvements in speaking skills, particularly in topic communication and discussions, with students reporting increased confidence in casual conversations and presentations. Duolingo was perceived as effective for vocabulary, pronunciation, and listening skills, with its gamified environment reducing anxiety and enhancing engagement. However, intermediate and advanced learners noted limitations for higher proficiency levels. This study highlights gamified flipped learning as a scalable approach to improving foundational language skills, with recommendations to expand advanced content for broader applicability.

Cogent EducationVol. 12(1)
Walailak University (TH)
Quality Education
Openalex Percentile: Top 1%
Online Learning and Analytics
15.24
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