多邻国语言学习软件
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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 ...
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].
多邻国(DUOL.US)跳水跌超6%
Ge Long Hui A P P· 2025-08-08 15:39
Core Insights - Duolingo's stock experienced a significant drop of over 6% during intraday trading, reaching $364.99, following a nearly 14% increase the previous day due to better-than-expected Q2 earnings [1] Company Performance - The stock price of Duolingo fell more than 6% to $364.99 after a strong performance the day before [1] - The company had a notable increase of nearly 14% in stock price due to Q2 earnings that exceeded expectations [1]
绿色小鸟软件发疯始末丨晚点周末
晚点LatePost· 2024-11-17 14:42
多邻国的产品观:人又懒又卷还要意义。 文丨朱丽琨 编辑丨钱杨 多邻国觉得最重要的事情是让用户留下。为了让用户留下,这个语言学习软件变得疯狂,疯狂到一定程度 有了许多好玩的事。 用户被这只绿色的猫头鹰 "多儿" 吸引,或者干脆点说吧——控制,然后多邻国就达到了它无比单纯的目 的:让人学习。 让人学习可不是什么坏心思。到今天,绿色小鸟已经控制了 5 亿多人,并且让其中 800 万人连续一年每天 都学习某一种或多种语言。 在美国,用多邻国的人比美国所有高中生加起来还多。在大多数国家都是这样。爱尔兰语母语者不到 10 万,但多邻国上有 202 万爱尔兰语学习者。 好玩的事情还有:日本人最卷,他们平均连续打卡时间最长,而拉美人的最短,但他们爱分享学习报告。 中国、日本和德国的平均学习时长和用户留存率在全球最高。中国用户在这几年快速增加,周末学习人数 比平常多,和其他国家刚好相反。 多邻国的用户留存率比一般的教育软件高出几倍、十几倍。根据多邻国今年三季度财报,月活用户达到 1.13 亿,日活用户 3720 万,同比增长 54%,在去年同期同比增长 60% 的基础上再次大幅增长。 这是多邻国风格的蠢句子:我的乌龟喜欢跑步。 ...