Counterpoint: twee gamification getting in the way of learning is why I stopped using Duolingo after reaching a 2500 day streak — the last straw was the tree turning into a path at the end of last year, but the last time I really enjoyed it was back when I could load each lesson into a separate tab and just spend hours at a time in the zone without getting distracted by their attempts to cheer me on.
Similar direction of changes are now actively annoying me with Brilliant.org
Maybe it's the course design, maybe the lack of supporting material, or some other weakness in the platform itself. But, I left out of frustration and started building Anki decks so I could have more control. As I'm now on my own, I've had to find supporting materials, which highlighted how poor Duo's explanations can be.
That last part comes down to the course design. Hopefully OP's platform doesn't force designing ineffective courses. This isn't my area of expertise, but I think it's important to recognize that adult learners can have different goals, even within something like learning a language (e.g. speaking, writing, accent, etc.)
I've heard other reports of people focusing on the game and not their goals. Game designers are aware that humans will "optimize the fun away." In the case of Duo, it seems a group of users will optimize the learning away (regardless of the goals or intention)
Especially the animations, she often remarks how cute they are and wants to show us. It's adorable and I'm super happy for her :) though also disappointed that, when I installed duolingo for her, it wasn't the innocent learning app with good UX that I knew it as from like six years earlier
I'm currently trying to get the best of both worlds by building the app I wish I had while starting learning Chinese. Currently actively looking for partners as well. If anyone that groks language learning is interested in building such a thing do send me an email at sasja.ws@gmail.com and lets talk about it.
At the same time - I think gamification and nice packaging are the sole reasons Duo is a success. To be precise the gamification is mostly not about competing with the others, but being held hostage for your own streak.
https://nothinghuman.substack.com/p/the-tyranny-of-the-margi...
With path, there is no obsessing over strategy, pop up app do the lesson and that is it. I also found that I retain more, because revision is build into path instead of me having to manage it.
At the start of that (2016, and indeed before as the streak didn't begin with me signing up), the gamification wasn't actively getting in the way. At some point in or around late 2019 or early 2020, it became faster to quit the app and restart it than to wait for the end of lesson congratulations screen to finish, I felt insulted by the childish animations (and that the only way to switch them off on iOS was a system-wide accessibility feature which merely reduced them!), and when the transition from tree to path happened I had to motivate myself with the goal of the round number streak length just to get past what had become for me an actively demotivating experience.
I moved to Berlin in late 2018 with the intention of it being permanent, so German skills aren't optional for me.
Totally agree I need to focus more on the course output and overall learner experience.
I watched the video but all I saw was a lengthy click-process. The key feature is usage, not creation.
(Sidenote: I agree - Most future tools will profit from a having a JSON-like DSL that is amenable to be fed by content coming from LLMs)