You should still gamify it. Gamification is orthogonal to whether the tool actually works and positively correlated with whether the user actually uses it.
However, gamification can only do so much and I'm afraid language learning is a lot like learning to code: many people want to want it but few actually want it. In that case, presenting as a "want it" when you are a "want to want it" is social proof and largely unrelated to whether you are actually learning (as long as the pretense is kept up) — hence the success of Duolingo despite the relatively poor real-world outcomes. In Duolingo's case the streaks are even explicitly considered to be social proof.