多邻国疯癫式劝学调查

Core Viewpoint - The article discusses the potential negative impacts of language learning applications, particularly Duolingo, on minors, highlighting issues related to excessive gamification and the incorporation of unconventional values in educational content [1][7]. Group 1: User Experience and Behavior - Users, particularly minors, have shown a tendency to mimic exaggerated behaviors from characters in language learning apps, leading to concerns about their emotional expression and social interactions [2][3]. - The gamified learning approach, while initially engaging, has resulted in some users becoming overly focused on game mechanics rather than actual learning, leading to a phenomenon described as "learning game addiction" [7][8]. Group 2: Content and Value Concerns - Some educational content within these applications includes references to sensitive topics, such as LGBTQ+ issues, which may not be appropriate for younger audiences [4][5]. - The lack of comprehensive explanations for complex social topics can lead to fragmented understanding among children, potentially skewing their perception of the world [5]. Group 3: Regulatory and Design Recommendations - There is a call for the establishment of content grading systems to protect minors, ensuring that educational applications provide age-appropriate content [6]. - Experts suggest that educational apps should implement mechanisms to prevent addiction, similar to those used in online gaming, to balance learning engagement with the prevention of excessive use [10][11]. - Recommendations include mandatory features such as usage time limits and the disabling of competitive elements for underage users to ensure that educational goals remain the primary focus [11].