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this post was submitted on 24 May 2026
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Like healthcare, education and tech should be a good pairing but money is always driving the tech, which leverages the learner for profit. - Money should not be in healthcare, education and of course other sectors. There are some good uses, assistive tech, Moocs etc but anything commercial is predatory. Khan sold out years ago with the app and gamification.
Gamification per se is not a bad thing. Gamification is anvalid way to get better engagement and retention.
According to recent research, yes.
But research is lacking in the retention of skills and knowledge once the gamification is removed.
Does Duolingo create life long learners, or is it just something to pass the time and feel good about getting a score streak.
My theory is almost all Duolingo users would quit learning if Duolingo went away tomorrow and everyone has to restart at 0 on a new app/service.
I was talking about gamification in general. Are you talking specifically about Duolingo?
I know some avid Duolingo users. After multiple year-long streaks they have learned and retained quite a bit... also quite a bit less than they would have learned and retained after spending a season in an immersion setting where they used the language all day every day. Both routes to learning have their pros and cons... neither one suits everybody.
When gamification is used to persuade or hold a user into a subscribed service. Its predatory. It can be used to influence or motivate learners, classroom or online. But when used to further you being on the app, its not good.
Exactly what I said, gamification is not bad in itself.
Gamification is not the problem. The problem is predatory behaviour.