Since gamification has proved to be an efficient tool for enhancing learning results, it has been widely used in language learning applications. There are many levels of use of gamification, here’s a few examples:

Duolingo is probably the most used language learning solution worldwide at the moment. It offers multiple languages and massive amounts of content. The users gain skillpoints and levels as a way to motivate its users in learning a new language.

Hawina is an online-based game for those who want to learn business English. Instead of being a lightly gamified language learning application, Hawina’s priority is to be a proper game instead. All the game functions learn with voice controls, and the main focus is to learn proper pronunciation and vocabulary used when doing business abroad. I heard they also have an upcoming mobile application in the making!

These are just a few examples of the wide variety of gamified language learning applications available: Busuu, Babbel, LiveMocha and so on…

There are as many ways of learning a language as there are people studying them. Many find the light gamification elements for example Duolingo uses, very useful, while others prefer to learn their English straight out of their favourite adventure games. However, it seems that gamification has brought loads of added value for language learning processes – and for the companies selling these solutions.