Beyond the Game: Pedagogical Effectiveness of Language Learning Applications for Authentic Communicative Competence
Keywords:
Mobile-Assisted Language Learning (MALL), Communicative competence, Pragmatic competence, Gamification, Pedagogical designAbstract
This article examines the effectiveness of Mobile-Assisted Language Learning (MALL) applications beyond simple engagement metrics, focusing on the development of authentic communicative competence. A critical analysis of the pedagogical models of leading applications such as Duolingo, Rosetta Stone, Babbel, and Busuu reveals a fundamental tension. On one hand, models based on gamified behaviorism (e.g., Duolingo) excel at maintaining user engagement through repetition and reward, fostering the acquisition of basic linguistic knowledge (lexicon, grammar). On the other hand, communicative and social approaches (e.g., Babbel, Busuu) anchor learning in realistic contexts, aiming for functional competence. The central issue is that the focus on gamification risks promoting surface learning at the expense of pragmatic competence—the ability to use language in a socially appropriate manner—which remains a blind spot for most applications and evaluation research. To address this gap, the article proposes a mixed-methods empirical research framework. A quantitative longitudinal study comparing gains in linguistic and pragmatic skills is coupled with a qualitative analysis (think-aloud protocol) to "open the black box" of the learner's cognitive processes. The results demonstrate that while both types of approaches are effective for linguistic fundamentals, communicative applications are significantly superior for developing pragmatic competence. The qualitative analysis identifies two learner profiles: the "Player" (Duolingo), whose strategies are optimized for the game, and the "Communicator" (Babbel/Busuu), who focuses on meaning-making in context. In conclusion, the underlying pedagogical design is the determining factor in an application's effectiveness for preparing users for real-world communication, highlighting the need to design tools oriented towards interaction and not just gamified memorization.
Classification JEL: I21
Paper type: Empirical Research
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Copyright (c) 2025 Imane EL MOUMNI, Karim BOUGRINE

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