@inproceedings{28f956870347455a8edefe258dd8a912,
title = "Applying Gamification in Portuguese Learning",
abstract = "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.",
keywords = "Gamification, Mobile Learning, Motivation, Portuguese Learning",
author = "Chan, {Ka Ian} and Chan, {Ngai Seng} and Tang, {Su Kit} and Rita Tse",
note = "Publisher Copyright: {\textcopyright} 2021 IEEE.; 9th International Conference on Information and Education Technology, ICIET 2021 ; Conference date: 27-03-2021 Through 29-03-2021",
year = "2021",
month = mar,
day = "27",
doi = "10.1109/ICIET51873.2021.9419612",
language = "English",
series = "2021 9th International Conference on Information and Education Technology, ICIET 2021",
publisher = "Institute of Electrical and Electronics Engineers Inc.",
pages = "178--185",
booktitle = "2021 9th International Conference on Information and Education Technology, ICIET 2021",
address = "United States",
}