Gamification Design Pathways for College Students' Language Learning Applications

FAN Peilin, HE Shuyao, YANG Jiaying

Packaging Engineering ›› 2025, Vol. 46 ›› Issue (22) : 152-164.

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Packaging Engineering ›› 2025, Vol. 46 ›› Issue (22) : 152-164. DOI: 10.19554/j.cnki.1001-3563.2025.22.015
Industrial Design

Gamification Design Pathways for College Students' Language Learning Applications

  • FAN Peilin1,*, HE Shuyao1, YANG Jiaying2
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Abstract

With the rapid development of digital and mobile technologies, language learning applications (Apps) have become essential tools for college students. The work aims to integrate the Flow Theory, F-Kano, TOPSIS, and TAM to construct gamification design pathways for language learning Apps, so as to enhance their satisfaction with these Apps. With Korean language learning Apps as examples, empirical research was conducted. Initially, the Flow Theory was used to identify the elements that stimulated users' flow experiences. Subsequently, the Fuzzy Kano (F-Kano) model was applied to categorize user needs and TOPSIS was applied to identify key user needs from the F-Kano results for App design development. Finally, the design solutions were objectively assessed using the TAM model, which showed that these pathways significantly enhanced user satisfaction. This research provides theoretical references and practical pathways for the design and development of similar language learning Apps.

Key words

language learning Apps / gamification design / Flow Theory / F-Kano / TAM

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FAN Peilin, HE Shuyao, YANG Jiaying. Gamification Design Pathways for College Students' Language Learning Applications[J]. Packaging Engineering. 2025, 46(22): 152-164 https://doi.org/10.19554/j.cnki.1001-3563.2025.22.015

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