Applying Gamification in Portuguese Learning

被引:3
作者
Chan, Ka Ian [1 ]
Chan, Ngai Seng [1 ]
Tang, Su-Kit [1 ,2 ]
Tse, Rita [1 ,2 ]
机构
[1] Macao Polytech Inst, Sch Appl Sci, Taipa, Macao, Peoples R China
[2] Minist Educ, Macao Polytech Inst, Engn Res Ctr Appl Technol Machine Translat & Arti, Taipa, Macao, Peoples R China
来源
2021 9TH INTERNATIONAL CONFERENCE ON INFORMATION AND EDUCATION TECHNOLOGY (ICIET 2021) | 2021年
关键词
Gamification; Portuguese Learning; Motivation; Mobile Learning; ENGLISH;
D O I
10.1109/ICIET51873.2021.9419612
中图分类号
TP [自动化技术、计算机技术];
学科分类号
0812 ;
摘要
With the rapid development of mobile technology, teaching and learning become location-less and time-less. The increasing popularity of mobile technologies provides more opportunities for educators and developers to create a wider range of educational tools. Gamification in the field of education is to motivate students to enjoy learning by applying game design. This project seeks to apply gamification techniques in Portuguese learning for Chinese learners using mobile technology. Gamification elements, progression and leaderboard are used to encourage and motivate students to achieve better results. Finally, an evaluation survey was conducted to verify the effectiveness of beginners' language learning and building their confidence. Further studies could design experimental studies and adopt more qualitative research methods. Some different individual characters of students, like confidence level and cognitive style, could be considered in the future research. An idea to increase the interests and motivation of Portuguese learning is worth studying.
引用
收藏
页码:178 / 185
页数:8
相关论文
共 18 条
  • [1] [Anonymous], 2019, BASIC LAW MACAO SPEC
  • [2] "I Know I Have Done This in School, but This is More fun!" The Development of the Motivating Learning Application, The World of Carl
    Borges, Malte
    Larsen, Lasse Juel
    [J]. PROCEEDINGS OF THE 13TH INTERNATIONAL CONFERENCE ON GAME BASED LEARNING (ECGBL 2019), 2019, : 82 - 91
  • [3] Evaluating the Effects of CBI on an English for Medical Students Program
    Corrales, Kathleen
    Maloof, Cesar
    [J]. LATIN AMERICAN JOURNAL OF CONTENT & LANGUAGE INTEGRATED-LACLIL, 2009, 2 (01): : 15 - 23
  • [4] Danniels E., 2018, Encyclopedia on early childhood development
  • [5] Hrendus M, 2020, CEUR WORKSHOP PROCEE, V2604
  • [6] Design of an app based on gamification and storytelling as a tool for biology courses
    Ibarra-Herrera, Celeste C.
    Carrizosa, Alejandro
    Yunes-Rojas, Julian A.
    Mata-Gomez, Marco A.
    [J]. INTERNATIONAL JOURNAL OF INTERACTIVE DESIGN AND MANUFACTURING - IJIDEM, 2019, 13 (04): : 1271 - 1282
  • [7] Jones Emily P., 2019, Medical Reference Services Quarterly, V38, P339, DOI 10.1080/02763869.2019.1657728
  • [8] Kang H., 2020, Advances in Science, Technology and Engineering Systems, V5, P261, DOI [10.25046/aj050234, DOI 10.25046/AJ050234]
  • [9] Kosim K., 2020, INT J CONTROL AUTOMA, V13, P422
  • [10] Kurniawan Hans Christian, 2019, 2019 International Conference of Artificial Intelligence and Information Technology (ICAIIT). Proceedings, P215, DOI 10.1109/ICAIIT.2019.8834678