Gamified Korean Language Learning App:
Using Qualitative Insights to Boost User Motivation

Gamified Korean Language Learning App:
Using Qualitative Insights to Boost User Motivation

Gamified Korean Language Learning App: Using Qualitative Insights to Boost User Motivation

#UX_Research, #Gamification, #Product_Design
#UX_Research, #Gamification, #Product_Design
#UX_Research, #Gamification, #Product_Design

Overview

About this project
About this project

This case study is based on my Master's thesis and academic research, which was also submitted for consideration in international journals. It explores how gamification can enhance motivation in mobile language learning, moving beyond traditional points and badges. By combining user research, UX design, and behavioral science, I developed and tested a more engaging and personalized learning experience for Korean language learners.

Team

Assem Oinar (Designer)

Assem Oinar (Designer)

Eun Yu (Research Advisor)

Eun Yu (Research Advisor)

Disciplines

User Experience Design

User Experience Design

Behavioral Design

Behavioral Design

Gamification

Gamification

User Interface Design

User Interface Design

Product Design

Product Design

Responsibilities
Responsibilities

UX Research

UX Research

User Behavior Analysis

User Behavior Analysis

Gamification Design

Gamification Design

Mobile Design

Mobile Design

Wireframing and Prototyping

Wireframing and Prototyping

User testing and evaluation

User testing and evaluation

Tools

Figma

Figma

Procreate

Procreate

ClovaNote

ClovaNote

Microsoft Excel

Microsoft Excel

Zoom

Zoom

Challenge Highlight

Problem Statement

Imagine you are excited to learn Korean language to watch your favorite shows without subtitles, make Korean friends, and even live in the country of your dreams. Then, you decided to learn Korean through a mobile app. But as time goes on, learning starts to feel long and boring, so you just give up.

Repetitive and irrelevant exercises

Most apps rely on repetitive tasks, making learning feel more like a chore. Users often complete irrelevant exercises instead of learning what they actually need.

Points and badges aren't enough
Points and badges
aren't enough

Some apps try to keep users engaged with leaderboards, points, and badges, but many learners lose interest once the novelty wears off.

Chatting but not learning
Chatting
but not learning

Other apps connect users with native speakers, but they aren't always interested in teaching, leaving learners lost and unmotivated.

So I started with this:

The Question:

How to design a language learning app that keeps users engaged and motivated to learn Korean in a meaningful way?

Solution Highlight

The Solution:
Insider - a gamified app where learning Korean isn’t just about memorizing words!
Create Your Own Alien Mission
Create Your Own Alien Mission

Explore recommended lessons and create a personalized Learning Space with your learning tasks. Select lessons and challenges that inspire you most.

Explore recommended lessons and create a personalized Learning Space with your learning tasks. Select lessons and challenges that inspire you most.

Learn With Immersive Mission Tasks
Learn With Immersive Mission Tasks

Forget boring translation exercises! Dive deep into Korean language and culture through different videos, stories, and podcasts.

Forget boring translation exercises! Dive deep into Korean language and culture through different videos, stories, and podcasts.

Choose Your Challenge Mode
Choose Your Challenge Mode

Choose a collaborative, competitive, or solo challenge to apply what you've learned in a way that fits your style.

Choose a collaborative, competitive, or solo challenge to apply what you've learned in a way that fits your style.

Share and Support
Share and Support

Join discussions, share insights, and connect with mentors or become a mentor yourself. Learning is more fun when you're not alone!

Join discussions, share insights, and connect with mentors or become a mentor yourself. Learning is more fun when you're not alone!

Process
Research

Problem

Desk Research

User Research

Synthesis

User Needs

Persona

Design objectives

Ideation

Game Story

Process Flow

Wireframes

Design

User Testing

Final Design

Prototype

Reflection

User Evaluation

Conclusion

What's Next?

Research

Desk Research

As the first step, I decided to review related research, books, and design articles to understand the problem and how to solve it.

Here's what I've found:
29% of users quit within the first three months

Without a good motivating design, mobile-based language learning is prone to high user drop-out rates.

Gamification can motivate us to learn

Gamification is about using all the fun and engaging elements found in games to motivate users towards certain activities.

Points and badges aren't a one-size-fits-all solution

Points and badges don’t work for everyone; learners need different ways to stay motivated.

*Based on Chou, Y. K. (2015), Lavoué et al., (2021), Shortt et al., (2023), Hwang, H.B., et al. (2024).

*Based on Chou, Y. K. (2015), Lavoué et al., (2021), Shortt et al., (2023), Hwang, H.B., et al. (2024).

Then, I realized that I needed:

The Idea:

A more personalized gamification design that fits different learners' motivations and needs.

Research

User Research: Behavioral Questionnaire

To build a more personalized experience, I wanted to understand learners’ different motivational behaviors. That's why I decided to conduct user research in two phases. I invited 15 participants that has used a mobile app to learn Korean within the past 6 months. Firstly, I asked them to complete a test which identifies their motivational behavior type.

I found that participants' behavior can be categorized into five types:
These results confirmed that a one-size-fits-all approach won't work for every learner. Some learners enjoy competitions, while others seek meaningful interactions or creative freedom.

Research

User Research: Interviews

After the questionnaire, I talked to those 15 Korean language learners and asked them about their experiences. I analyzed their answers using a framework that helps design motivational learning experiences.

The questions were focused on:
Attention

What can capture and hold learners’ interest throughout the learning experience?

Confidence

How the app can increase learners' confidence and help to feel prepared to use the language?

Relevance

How to align the app with users' learning goals and personal interests?

Satisfaction

How can the app help learners feel accomplished and stay motivated?

Synthesis

User Needs

I synthesized the collected data from the interviews using the thematic data analysis method. Here are my key findings:

  1. Users want more ways to stay engaged
Points and badges don't keep learners engaged for long

Leaderboards, points, and rewards sparked excitement at first, but once the “new app” feeling faded, many users lost interest.

Users want media-based content and different practice tasks

Translation exercises felt too repetitive and lacked variety. Users wanted different types of practice tasks and media-based learning content to stay motivated.

Users want to learn about Korean culture

Several participants said that learning about Korean culture helps them understand how to use the language, making the experience more meaningful.

  1. Users want more personalized and curatable experience
Users are frustrated with restrictive learning paths

Map‐like designs and level systems forced users to complete irrelevant lessons before reaching what they actually needed.

Learners want control over their learning experience

Many participants wanted to set their own goals, notification schedules, learning plans and challenges, deciding what, when, and how to learn.

  1. Users need opportunities to practice with others
Competition isn't for everyone

Some participants enjoyed competitions, but others found them stressful and unhelpful, preferring alternative individual and collaborative tasks instead.

Peer and mentor support builds confidence

Users needed guidance from peers and mentors to feel more confident in real-life communication.

Synthesis

Persona

Based on the user research findings, I developed personas to guide the design decisions:

Synthesis

Design objectives

Based on the research findings, I discussed different design ideas with my advisor. As a result, we came up with these core objectives:

Various engaging learning content
  • Videos, reading materials, and podcasts to show real-world applications.

  • Relevant storytelling to introduce Korean culture in small bits.

Collaborations and social support
  • Collaborations, peer support, mentorship, and group discussions.

Different challenge modes and review tasks
  • Individual, competitive, and collaborative practice tasks.

  • Balanced leaderboards for competitive challenges.

  • Review tasks with feedback.

Personalization and more user control
  • Setting personal goals, managing schedules, choosing learning content and challenge types.

  • Personalized lesson recommendations.

  • Choosing preferred rewards.

Ideation

Game Story Development
Instead of boring levels and translation tasks, I designed the learning experience like a story-driven adventure

The story was inspired by the "Alien Registration Card," a foreigner identification card in Korea. This unique terminology sparked the idea of undercover agents trying to integrate into human society by learning Korean language and culture.

As undercover alien agents, players' mission involves:
Step 1.
Step 1.

Take on the role of undercover alien agents whose main goal is to adapt to life in Korea.

Take on the role of undercover alien agents whose main goal is to adapt to life in Korea.

Step 2.

Customize personal learning tasks and analyze how humans communicate.

Customize personal learning tasks and analyze how humans communicate.

Step 3.
Step 3.

Complete tasks and challenges individually or with fellow agents.

Complete tasks and challenges individually or with fellow agents.

Step 4.
Step 4.

Share cultural adaptation insights and help other agents.

Share cultural adaptation insights and help other agents.

Ideation

Process Flow

It was important to choose game elements that matched design objectives and motivated users with different behavior. So I used Octalysis game elements and planned how to apply them using process flowcharts. Here's a small peek on the game flow:

Ideation

Wireframes

At first, I designed mid-fidelity wireframes to visualize the structure and functionality of the application. Then, I built high-fidelity versions to showcase the gamified features in a focus group of five potential users. The high-fidelity wireframes allowed users to better understand the experience and provide feedback on what can be improved. Their feedback helped fine-tune the design before moving forward. Here are some of the wireframes:

Design

User Testing and Improvements

I discussed the prototype with 5 learners, and based on their feedback, I made three key updates:

Design Improvements:
  1. Edited Discussions in collaborative challenges to keep users task-oriented.

  1. Added Report feature to flag inappropriate behavior.

  1. Added a Translation feature to help users communicate better.

  1. Introduced a Penalty System:

    • Lose 1 life for inappropriate behavior

    • 0 lives = temporary challenge ban

Design

Final UI Design and Prototype

After researching, analyzing user feedback, and iterating, here's the final design solution - an engaging and gamified Korean language learning experience adapted to different learners!

1.
Onboarding - Your Mission Begins

Start by customizing your mission and learning experience. The app introduces your role as an alien agent adapting to life in Korea. Choose your mission plan—like school life, career path, or travel—and set your notification schedule. This sets the tone and gives you full control over how your journey begins. And also, don't forget your personal Alien ID card!

2.
Promotion Requirements & Galactic Briefs

To level up, you’ll complete required tasks like watching Galactic Briefs—daily videos about Korean culture and social norms. Each day brings a new mystery-box-style video that keeps things exciting while building cultural knowledge.

3.
Creating Your Learning Space

Browse recommended lessons based on your mission and interests. Add them to My Learning Space, your personal hub where you can organize and complete tasks at your own pace. This space is fully customizable—like building your own learning playlist.

4.
Challenges - Choose How You Practice

Each lesson comes with a challenge, and you decide how to tackle it:

  • Individual: Practice solo and focus on your own pace.

  • Collaborative: Team up with peers to solve problems together via chat or voice.

  • Competitive: Go head-to-head and climb the leaderboard in a fair, multi-category ranking system.

5.
Stellar Mastery Scan - Test Your Skills

Once you finish all lessons within one Learning Space task module, unlock the Stellar Mastery Scan—a review challenge that helps you evaluate your grammar and vocabulary knowledge. You’ll receive instant feedback and see your strengths and growth areas.

6.
Feedback and Reward Shop

Every challenge earns you reward points that you can spend on certificates, coupons, or fun game boosters. They can also help you to progress to the new levels!

7.
Mentor Agents & Sharing Space

Need help? Ask a Mentor Agent, an experienced peer who can guide you and earn XP for helping out. Or open the Sharing Space—a forum where learners connect, exchange tips, and chat about Korean language and culture. Together, these features foster real community support, confidence, and long-term engagement.

Reflection

User Evaluation Results

To evaluate the prototype, I conducted a task-based user experience study focused on motivation and engagement.

Here’s a breakdown of the key results from 10 participants:
100%
100%

Said that the app is engaging and can maintain their attention.

Said that the app is engaging and can maintain their attention.

100%

Agreed the app provided a meaningful learning experience.

Agreed the app provided a meaningful learning experience.

90%
90%

Felt empowered and motivated by the social learning features.

Felt empowered and motivated by the social learning features.

80%
80%

Enjoyed their experience, describing the app as motivating and fun.

Enjoyed their experience, describing the app as motivating and fun.

Reflection

Conclusion

I've completed my biggest UX project and got my Master's degree (Woohoo!). I definitely learned a lot, and I hope to continue improving my UX design skills and apply my insights into future projects.

Here are my biggest takeaways:
A one-size-fits-all approach doesn’t work

Different users are motivated by different things. Some learners thrive on competition, while others prefer autonomy, collaboration, or exploration.

Personalization makes learning feel more meaningful

Giving users control over their learning journeys, challenges, and progress helps them stay motivated and invested in their success.

Communicating ideas is important

Even strong ideas can be rejected if they’re not presented well. It’s important to be clear, persuasive, and confident. The ability to advocate for your design is a skill — and one I’m actively continuing to develop.

Reflection

What's Next?

If I had more time and resources, I would love to:

Work on the user flows

Some user flows could be simplified to make navigation more intuitive and seamless.

Refine logo and some UI elements

These could be redesigned to improve visual appeal and perceptual engagement.

Add live speaking challenges

This would help users to boost confidence and learn while having real conversations.

Conduct long-term evaluations

This would have helped us to test if the app is effective in motivating users over time and improve the app.

The End?

There's a lot more to see!
Please contact me if you'd like to learn more! I can show you the research details in an interview environment or a coffee chat :)
oinarassem@gmail.com