A UTAUT2 Model Expansion: Investigating the Effect of Interactive Learning Environment and Gamification on Duolingo User Base in China.

Saved in:
Bibliographic Details
Title: A UTAUT2 Model Expansion: Investigating the Effect of Interactive Learning Environment and Gamification on Duolingo User Base in China.
Authors: Zhang, Yongxiang (AUTHOR), Pan, Weiwei (AUTHOR)
Source: International Journal of Human-Computer Interaction. Aug2025, Vol. 41 Issue 15, p9518-9532. 15p.
Subjects: Interactive learning, Gamification, Computer assisted language instruction, User experience, Acceptance (Psychology), Technology Acceptance Model, Second language acquisition
Geographic Terms: China
Abstract: This paper filled the research gap by integrating the two elements of interactive learning environment (ILE) and gamification (GMF) into the Unified Theory of Acceptance and Use of Technology 2 (UTAUT2) to explore Chinese users' behavioral intention (BI) to use Duolingo for language learning. By collecting 1,007 questionnaires in China and conducting data analysis, we found that (1) performance expectancy (PE), habit (HB), ILE, and GMF have a positive effect on users' BI to use Duolingo, while social influence (SI) has a negative effect on BI; (2) effort expectancy (EE) and hedonic motivation (HM) have no significant effects on BI; (3) ILE has a significant positive effect on users' PE, EE, SI, HM, and HB; (4) GMF has a positive effect on users' PE, EE, SI, HM, and HB; (5) in the mediating analysis, ILE can positively influence BI via PE and HB; (6) GMF can positively influence BI via PE. [ABSTRACT FROM AUTHOR]
Copyright of International Journal of Human-Computer Interaction is the property of Taylor & Francis Ltd and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
Database: Psychology and Behavioral Sciences Collection
Full text is not displayed to guests.
FullText Links:
  – Type: pdflink
Text:
  Availability: 1
Header DbId: pbh
DbLabel: Psychology and Behavioral Sciences Collection
An: 186989588
AccessLevel: 6
PubType: Academic Journal
PubTypeId: academicJournal
PreciseRelevancyScore: 0
IllustrationInfo
Items – Name: Title
  Label: Title
  Group: Ti
  Data: A UTAUT2 Model Expansion: Investigating the Effect of Interactive Learning Environment and Gamification on Duolingo User Base in China.
– Name: Author
  Label: Authors
  Group: Au
  Data: <searchLink fieldCode="AR" term="%22Zhang%2C+Yongxiang%22">Zhang, Yongxiang</searchLink> (AUTHOR)<br /><searchLink fieldCode="AR" term="%22Pan%2C+Weiwei%22">Pan, Weiwei</searchLink> (AUTHOR)
– Name: TitleSource
  Label: Source
  Group: Src
  Data: <searchLink fieldCode="JN" term="%22International+Journal+of+Human-Computer+Interaction%22">International Journal of Human-Computer Interaction</searchLink>. Aug2025, Vol. 41 Issue 15, p9518-9532. 15p.
– Name: Subject
  Label: Subjects
  Group: Su
  Data: <searchLink fieldCode="DE" term="%22Interactive+learning%22">Interactive learning</searchLink><br /><searchLink fieldCode="DE" term="%22Gamification%22">Gamification</searchLink><br /><searchLink fieldCode="DE" term="%22Computer+assisted+language+instruction%22">Computer assisted language instruction</searchLink><br /><searchLink fieldCode="DE" term="%22User+experience%22">User experience</searchLink><br /><searchLink fieldCode="DE" term="%22Acceptance+%28Psychology%29%22">Acceptance (Psychology)</searchLink><br /><searchLink fieldCode="DE" term="%22Technology+Acceptance+Model%22">Technology Acceptance Model</searchLink><br /><searchLink fieldCode="DE" term="%22Second+language+acquisition%22">Second language acquisition</searchLink>
– Name: SubjectGeographic
  Label: Geographic Terms
  Group: Su
  Data: <searchLink fieldCode="DE" term="%22China%22">China</searchLink>
– Name: Abstract
  Label: Abstract
  Group: Ab
  Data: This paper filled the research gap by integrating the two elements of interactive learning environment (ILE) and gamification (GMF) into the Unified Theory of Acceptance and Use of Technology 2 (UTAUT2) to explore Chinese users' behavioral intention (BI) to use Duolingo for language learning. By collecting 1,007 questionnaires in China and conducting data analysis, we found that (1) performance expectancy (PE), habit (HB), ILE, and GMF have a positive effect on users' BI to use Duolingo, while social influence (SI) has a negative effect on BI; (2) effort expectancy (EE) and hedonic motivation (HM) have no significant effects on BI; (3) ILE has a significant positive effect on users' PE, EE, SI, HM, and HB; (4) GMF has a positive effect on users' PE, EE, SI, HM, and HB; (5) in the mediating analysis, ILE can positively influence BI via PE and HB; (6) GMF can positively influence BI via PE. [ABSTRACT FROM AUTHOR]
– Name: AbstractSuppliedCopyright
  Label:
  Group: Ab
  Data: <i>Copyright of International Journal of Human-Computer Interaction is the property of Taylor & Francis Ltd and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract.</i> (Copyright applies to all Abstracts.)
PLink https://search.ebscohost.com/login.aspx?direct=true&site=eds-live&db=pbh&AN=186989588
RecordInfo BibRecord:
  BibEntity:
    Identifiers:
      – Type: doi
        Value: 10.1080/10447318.2024.2426736
    Languages:
      – Code: eng
        Text: English
    PhysicalDescription:
      Pagination:
        PageCount: 15
        StartPage: 9518
    Subjects:
      – SubjectFull: Interactive learning
        Type: general
      – SubjectFull: Gamification
        Type: general
      – SubjectFull: Computer assisted language instruction
        Type: general
      – SubjectFull: User experience
        Type: general
      – SubjectFull: Acceptance (Psychology)
        Type: general
      – SubjectFull: Technology Acceptance Model
        Type: general
      – SubjectFull: Second language acquisition
        Type: general
      – SubjectFull: China
        Type: general
    Titles:
      – TitleFull: A UTAUT2 Model Expansion: Investigating the Effect of Interactive Learning Environment and Gamification on Duolingo User Base in China.
        Type: main
  BibRelationships:
    HasContributorRelationships:
      – PersonEntity:
          Name:
            NameFull: Zhang, Yongxiang
      – PersonEntity:
          Name:
            NameFull: Pan, Weiwei
    IsPartOfRelationships:
      – BibEntity:
          Dates:
            – D: 01
              M: 08
              Text: Aug2025
              Type: published
              Y: 2025
          Identifiers:
            – Type: issn-print
              Value: 10447318
          Numbering:
            – Type: volume
              Value: 41
            – Type: issue
              Value: 15
          Titles:
            – TitleFull: International Journal of Human-Computer Interaction
              Type: main
ResultId 1