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多邻国疯癫式劝学争议
Xin Lang Cai Jing· 2026-01-08 16:57
转自:北京日报客户端 本是用来鼓励学习的软件,孩子们在使用时却出现热衷于扮演黑化、发疯及爱翻白眼角色的行为。家长 在追问之下才得知,孩子是在模仿学习游戏中的角色。在北京商报刊发《多邻国的"免费陷阱":免费试 用会员绑定付费套餐,提前扣款不告知》后,有消费者表示,多邻国并不区分用户年龄,其部分学习内 容还暗含非常规价值观,正对未成年人产生超出教育范畴的潜在负面影响。而以多邻国为首的语言学习 平台推崇的"游戏化学习"模式缺乏明确的边界,不少未成年人从"在游戏中学习"走向"学习游戏成瘾"。 在"寓教于乐"的表象下,海外语言学习平台应当如何做好文化价值的本土化、学习类App如何有效避免 过度游戏化等问题亟待解决。 数字经济学者刘兴亮表示,当前,一些全球化或海外引入的语言学习软件整合了大量真实语境内容,在 提升文化理解和语言表达能力上具有价值。但这些内容并非都适合低龄用户。在未充分解释的情况下, 部分内容可能超出儿童的认知与价值判断能力。因此,为不同年龄层提供适宜内容,是产品责任与社会 责任的一部分。特别是当软件同时面向成人与儿童时,必须避免"一刀切"的内容呈现方式。 教孩子"如何像国王或王后一样吃饭而不花一分钱" 家 ...
多邻国疯癫式劝学调查
Bei Jing Shang Bao· 2026-01-08 15:45
本是用来鼓励学习的软件,孩子们在使用时却出现热衷于扮演黑化、发疯及爱翻白眼角色的行为。家长 在追问之下才得知,孩子是在模仿学习游戏中的角色。在北京商报刊发《多邻国的"免费陷阱":免费试 用会员绑定付费套餐,提前扣款不告知》后,有消费者表示,多邻国并不区分用户年龄,部分学习内容 还暗含非常规价值观,正对未成年人产生超出教育范畴的潜在负面影响。而以多邻国为首的语言学习平 台推崇的"游戏化学习"模式缺乏明确的边界,不少未成年人从"在游戏中学习"走向"学习游戏成瘾"。 在"寓教于乐"的表象下,海外语言学习平台应当如何做好文化价值的本土化、学习类App如何有效避免 过度游戏化等问题亟待解决。 教孩子如何吃饭不花钱 刘静怎么也没想到,儿子使用一个英语学习软件仅三个月,便出现别人口中的"游戏沉迷"症状。 事实上,刘静也了解到,多邻国面向3—8岁儿童推出了儿童版的语言学习软件——Duolingo ABC。但 一方面,她的安卓手机应用商店目前还无法下载该软件;另一方面,自己儿子的年龄已超过这一软件的 最大适龄。 刘静称,在与儿子一同学习的过程中,如果遇到类似上述内容,会尽量以提问和讨论的方式帮助儿子建 立更加全面、客观的认识。 ...
争议多邻国疯癫式劝学:幼儿疑似学习游戏成瘾,模仿黑化、发疯表情与翻白眼行为
Bei Jing Shang Bao· 2026-01-08 12:05
时间回到2025年9月,刘静的儿子上了小学三年级后,英语老师对其英语能力提出了更高的要求。为了 提升儿子对于英语学习的热情,在朋友的推荐下,刘静与儿子一起开始在多邻国上打卡学习。 本是用来鼓励学习的软件,孩子们在使用时却出现热衷于扮演黑化、发疯及爱翻白眼角色的行为。家长 在追问之下才得知,孩子是在模仿学习游戏中的角色。在北京商报刊发《多邻国的"免费陷阱":免费试 用会员绑定付费套餐,提前扣款不告知》后,有消费者表示,多邻国并不区分用户年龄,其部分学习内 容还暗含非常规价值观,正对未成年人产生超出教育范畴的潜在负面影响。而以多邻国为首的语言学习 平台推崇的"游戏化学习"模式缺乏明确的边界,不少未成年人从"在游戏中学习"走向"学习游戏成瘾"。 在"寓教于乐"的表象下,海外语言学习平台应当如何做好文化价值的本土化、学习类App如何有效避免 过度游戏化等问题亟待解决。 教孩子"如何像国王或王后一样吃饭而不花一分钱" 家长刘静怎么也没想到,儿子使用一个学英语的软件仅三个月,便出现了别人口中的"游戏沉迷"症状。 起初,刘静的儿子对多邻国的学习模式很感兴趣,每天都主动要求打卡,冲击当日的排行榜前三名。但 一段时间后,刘静发 ...
粤语×游戏,华农学子让语言学习变“好玩”
Nan Fang Nong Cun Bao· 2025-08-29 08:33
Core Viewpoint - The article highlights the innovative approach taken by South China Agricultural University to teach Cantonese to children through engaging games and cultural activities, addressing the decline in Cantonese usage among the younger generation [5][10][29]. Group 1: Challenges in Cantonese Language Preservation - The increasing urbanization and the prevalence of Mandarin have led to a significant decline in the use of Cantonese among children, raising concerns about the potential loss of this dialect [7][8]. - Many young children are unable to speak Cantonese, primarily communicating in Mandarin, which reflects a broader trend of diminishing dialect usage in daily life [6][9]. Group 2: Innovative Learning Approaches - The teaching team has creatively integrated Cantonese learning into fun games and real-life scenarios, moving away from traditional, rigid language instruction methods [11][27]. - Activities such as "Cantonese Word Treasure Hunt" and "Magical Animal Storytelling" have made learning Cantonese enjoyable, allowing children to grasp commonly used words and phrases through play [12][14]. Group 3: Cultural Integration - The use of Cantonese nursery rhymes and local cultural elements in lessons has helped children connect with the language on a deeper level, making abstract cultural practices more tangible [20][21][23]. - The program emphasizes experiential learning, where children engage in activities that promote cultural understanding alongside language acquisition, fostering a sense of cultural identity [18][29]. Group 4: Community and Educational Collaboration - The initiative represents a successful collaboration between higher education institutions and local communities, aiming to create a sustainable model for cultural transmission through language education [24][31]. - Parents and community leaders have expressed strong support for the program, recognizing its role in enhancing children's cultural identity and language skills [30][32].
8年营收增长77倍,「追杀」年轻人的「美国绿鸟」,创下百亿美元市值
36氪· 2025-08-22 13:47
Core Viewpoint - Duolingo, represented by the green owl Duo, has transformed language learning into a game-like experience, attracting a significant user base and achieving impressive financial growth, with a projected revenue of $1.01 billion to $1.019 billion for 2025, surpassing analyst expectations of $996 million [7][25]. User Engagement and Growth - Duolingo has successfully gamified learning, leading to 500 million users who engage in learning through game mechanics, earning rewards, and competing on leaderboards [4][7]. - The platform's daily active users grew by 40% year-over-year, reaching 47.7 million, while monthly active users increased by 24% to 128.3 million [44]. Financial Performance - Duolingo's stock price has increased over 300% since its NASDAQ debut in 2021, with a market capitalization of $15.116 billion [25]. - The company's revenue expectations for 2025 represent a 77-fold increase from $13 million in 2017 [25]. Marketing and Social Media Strategy - Duolingo employs a "social first" strategy, leveraging social media to enhance user engagement and brand visibility, adapting its marketing approach based on regional preferences [41][49]. - The brand's ability to capitalize on trending topics and cultural references has helped maintain its relevance and visibility on social platforms [7][17]. Challenges and Criticisms - Despite growth, Duolingo faces challenges, including a slowdown in user growth rates and criticism regarding the effectiveness of its AI-generated content [51][54]. - Users have expressed dissatisfaction with the perceived lack of depth in learning, questioning the platform's ability to deliver substantial educational value [54].
点点双雄登顶海外收入榜;律师诉王者荣耀案开庭丨游戏周报
Industry Dynamics - Sensor Tower reported that in July, the top two mobile games in overseas revenue from China were "Whiteout Survival" and "Kingshot," both from Century Huatong [1][2] - Shenzhen has introduced new measures to support the development of the digital creative industry, focusing on gaming, esports, and other key sectors [1][3] - The Japanese Fair Trade Commission (JFTC) has released the Mobile Software Competition Act (MSCA), requiring major platforms like Apple and Google to allow external payment systems and provide more options for developers [1][10][11] Company Performance - Tencent's Q2 2025 revenue reached 184.5 billion yuan, a 15% year-on-year increase, with its gaming business growing by 18% [1][4] - NetEase reported a Q2 2025 revenue of 27.9 billion yuan, a 9.4% increase, with its gaming business revenue growing by 14.6% [1][5] Legal and Regulatory Developments - The trial for the lawsuit against Tencent regarding the matching mechanism of "Honor of Kings" has concluded, focusing on players' right to know and whether the matching mechanism is a trade secret [1][6][7] - The Guangzhou Intellectual Property Court ruled that "Three Kingdoms: Strategy Edition" did not infringe on the copyright of "Rate the Land" in a recent retrial [1][9] Esports Events - The national finals of the "Street Basketball" Super League (SFSA), organized by Century Huatong's Tianyou Software, concluded in Shanghai, with the Nanjing champion team winning [1][14] Corporate Changes - Duolingo has acquired the NextBeat team from Supercell, focusing on enhancing its "gamified learning" capabilities [1][12][13]
8年营收增长77倍,“追杀”年轻人的“美国绿鸟”,创下百亿美元市值
Tai Mei Ti A P P· 2025-08-18 03:42
Core Insights - Duolingo, represented by the green owl "Duo," has transformed language learning into a game-like experience, attracting 500 million users globally through engaging and addictive learning methods [1][4][14] - The company has raised its revenue forecast for 2025 to between $1.01 billion and $1.019 billion, exceeding analysts' expectations of $996 million, indicating strong market performance [4][14] - Duolingo's stock price has increased over 300% since its IPO in 2021, reaching a market capitalization of $15.116 billion, showcasing significant growth in the education technology sector [14][18] User Engagement and Marketing Strategy - Duolingo employs a "social first" strategy, leveraging social media to enhance user engagement and drive growth, with a focus on creating relatable and entertaining content [21][24] - The platform's game-like features, such as earning gems and badges, encourage users to maintain their learning streaks, fostering a sense of competition and community [14][20][25] - Duolingo's marketing tactics include collaborating with popular trends and influencers, making the brand more relatable and visible across various social platforms [3][6][9] Financial Performance and Projections - The company reported a 40% year-over-year increase in daily active users, reaching 47.7 million, and a 24% increase in monthly active users, totaling 128.3 million [24][30] - Duolingo's revenue model includes subscription services, advertising, and language testing, with subscriptions being the primary revenue driver [18][20] - Despite recent growth, the company faces challenges in maintaining user engagement and satisfaction, particularly with the integration of AI in its learning processes [30][31] Market Position and Challenges - Duolingo's entry into the Chinese market has been significant, with China becoming its seventh-largest market, although initial growth was slow due to competition [27][29] - The company has encountered criticism regarding the effectiveness of its AI-generated content and the perceived value of its learning platform, raising concerns about user retention and satisfaction [30][31] - As the market evolves, Duolingo must demonstrate that its gamified approach not only engages users but also leads to meaningful learning outcomes to sustain its growth trajectory [31]
当多邻国开始“玩”音乐
3 6 Ke· 2025-08-13 02:01
Core Viewpoint - Duolingo is expanding into the music education sector through the acquisition of the London-based music game startup NextBeat, aiming to enhance its music course offerings and gamify the learning experience [1][3]. Company Strategy - Duolingo has experienced significant growth since its founding in 2011, leveraging gamification, social mechanisms, and user incentives to maintain a low user entry barrier while generating stable cash flow through a "free + ads + premium" business model [3]. - In 2023, Duolingo launched music and math courses, marking its first major expansion beyond language learning, utilizing gamified formats to provide engaging learning experiences [3]. - The partnership with Sony Music in 2024 will integrate over 60 songs from renowned artists into Duolingo's music courses, allowing users to learn music theory through popular music [5]. Market Trends - The music education market is projected to be more lucrative than traditional entertainment, with the total market size for music education training in China expected to exceed 155.48 billion yuan in 2024, surpassing the combined revenue of the music performance and digital music industries [25]. - The global immersive training market is anticipated to grow from approximately $16.4 billion in 2024 to $69.5 billion by 2030, with a compound annual growth rate of 28.3% [24]. Industry Dynamics - The integration of music, gaming, and education is becoming increasingly recognized as a powerful combination, with successful examples like Ubisoft's Rocksmith+ demonstrating the effectiveness of this model in enhancing user skills [16][18]. - The gaming industry is facing challenges in innovation, which presents new opportunities for education and music sectors to collaborate and create engaging learning experiences [28]. - The commercial potential of music content is growing, with diverse monetization strategies such as subscription models and classroom licensing becoming more prevalent [28][31]. Future Outlook - The combination of music, gaming, and education is not a fixed relationship but a flexible model that can yield unexpected synergies, emphasizing the need for deep exploration in areas like copyright compliance and quality of education to ensure long-term success [33]. - The advancement of technologies such as VR, AR, and AI is expected to revolutionize the integration of music, gaming, and education, making learning more engaging and personalized [34].
付费用户突破 1000 万,All in AI 的多邻国,是怎么用 AI 的?
Founder Park· 2025-05-14 12:28
Core Insights - Duolingo's Q1 financial report shows impressive growth with DAU at 46.6 million, up 49% year-over-year; MAU at 130.2 million, up 33%; and paid users surpassing 10.3 million, up 40% [1][2] Group 1: Financial Performance - Total revenue reached $230.7 million, representing a 38% year-over-year increase [2] Group 2: AI Integration - Duolingo has not been negatively impacted by AI; instead, it has leveraged AI to create 148 courses in one year, a process that would have taken 12 years using traditional methods [3] - The CEO announced a strategic shift to "AI-first," emphasizing the need to adapt to AI's transformative impact on the company [4][6] - AI is expected to enhance productivity and help achieve high-quality teaching by automating content creation, which previously required extensive manual effort [8] Group 3: AI Applications in Education - AI has revolutionized Duolingo's content creation process, allowing for a fully automated system that significantly reduces human labor and increases course offerings [11] - The use of AI in conversation practice has improved user engagement, as learners can practice without the fear of judgment from peers [12] Group 4: User Engagement Strategies - Duolingo has successfully gamified learning by shortening lesson durations from 30 minutes to 2 minutes, making it more appealing for users [15] - Features like "streaks" that track consecutive learning days have proven to be highly effective in maintaining user motivation [16] Group 5: Future of Education - The CEO believes that while AI will enhance educational scalability, traditional teachers and schools will still play a crucial role in student care [34] - The company anticipates a gradual transformation in education, with AI tools becoming more integrated into learning environments over the next 20 years [35][36]
填补乡村褶皱中的“失落”,为20万乡村儿童建造健康童乐园
Hua Xia Shi Bao· 2025-05-01 05:27
Core Viewpoint - The "Healthy Children's Paradise" project aims to address the early developmental delays in children aged 0-6 in rural areas of China by providing comprehensive health support and resources to families and kindergartens [2][3][7]. Group 1: Project Overview - The project was launched in 2021 and utilizes a model of "environment improvement + caregiver empowerment" to enhance the early development of children in rural areas [3]. - It has reached over 20 provinces, benefiting more than 200,000 children through the provision of educational materials and resources [28]. Group 2: Challenges in Rural Early Childhood Development - There is a significant gap in early childhood development between urban and rural areas, with rural children facing higher rates of developmental delays in social, emotional, and cognitive skills [4][7]. - A report indicates that 46.1% of children in underdeveloped rural areas show signs of social-emotional developmental delays, and over 40% experience cognitive and language development issues [4]. Group 3: Implementation and Resources - Families participating in the project receive a "big gift package" valued at 2,000 yuan, which includes books, toys, and educational materials to foster a conducive learning environment at home [8][11]. - The project emphasizes the importance of daily quality parent-child interaction, recommending at least 15 minutes of focused time each day [10][11]. Group 4: Educational Impact - The project has established "health classrooms" in kindergartens, equipped with age-appropriate educational materials and structured activities to enhance children's learning experiences [15][19]. - Teachers report improved engagement and emotional well-being among children, with a notable reduction in separation anxiety and increased participation in activities [17][20]. Group 5: Future Directions - The project aims to further enhance parental involvement and community engagement to ensure sustainable changes in early childhood development practices [29][30]. - There is a recognition that changing traditional parenting attitudes and practices will require long-term efforts and collaboration across various sectors [30][31].