Design Strategies for Digital Educational Games to Promote Active English Use Among High School Students in Bandung: A Case Study of Duolingo

Authors

  • Christine Larissa Telkom University
  • Andreas Rio Adriyanto Telkom University
  • Riksa Belasunda Telkom University

DOI:

https://doi.org/10.33005/gestalt.v8i2.772

Keywords:

Duolingo, Octalysis Gamification, Visual Engagement, Bandung High-schooler, Visual Aesthetics

Abstract

Technological advancements have made language learning more flexible and interactive through the use of digital platforms. Duolingo is an example of an app that has successfully integrated effective gamification and visual elements. However, Duolingo has limitations when it comes to developing active language skills. This is particularly unfortunate given that high school students in Bandung have a strong interest in international career opportunities. This study was conducted to formulate recommendations for the design of a digital English language learning game that encourages active English language use among high school students in Bandung. The study employed a mixed-methods approach involving observation, interviews, questionnaires, and a literature review. The findings resulted in recommendations regarding favorite features, the number of features associated with specific motivations, and visual guidelines tailored to the preferences of high school students in Bandung

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Published

2026-11-06

How to Cite

Larissa, C., Adriyanto, A. R. ., & Belasunda, R. (2026). Design Strategies for Digital Educational Games to Promote Active English Use Among High School Students in Bandung: A Case Study of Duolingo. GESTALT : JURNAL DESAIN KOMUNIKASI VISUAL, 8(2), 153–172. https://doi.org/10.33005/gestalt.v8i2.772