ANALISIS SEMIOTIKA VISUAL PADA ELEMEN GAMIFIKASI APLIKASI MOBILE DUOLINGO UNTUK BAHASA JERMAN
Keywords:
Visual Semiotics, Gamification, Mobile Assisted Language Learning, Duolingo German Language Learning, Digital Learning ApplicationsAbstract
Kemajuan teknologi digital mendorong berkembangnya Mobile Assisted Language Learning (MALL), dengan Duolingo sebagai salah satu aplikasi pembelajaran bahasa berbasis gamifikasi yang banyak digunakan. Penelitian ini menganalisis semiotika visual pada elemen gamifikasi aplikasi mobile Duolingo untuk bahasa Jerman periode 2022–2025 dalam konteks Mobile Assisted Language Learning. Data berupa tangkapan layar elemen gamifikasi (XP, streak, badge, leaderboard, maskot, dan animasi umpan balik) serta literatur terkait dianalisis menggunakan semiotika Roland Barthes, model komunikasi Shannon dan Weaver, dan Self Determination Theory dalam bingkai sosiokultural. Hasil penelitian menunjukkan bahwa elemen gamifikasi visual membentuk mitos pembelajar ideal yang selalu produktif, konsisten, dan kompetitif, dengan pengaruh motivasional yang bersifat ganda dapat memperkuat maupun menekan kebutuhan kompetensi, otonomi, dan keterhubungan, tergantung konteks budaya dan pemaknaan pengguna. Penelitian ini berkontribusi pada kajian semiotika visual dan gamifikasi pembelajaran bahasa serta memberikan rekomendasi bagi pengembang dan pendidik untuk merancang pengalaman belajar yang lebih humanistik dan bermakna bagi siswa.
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