Applying Gamification in Portuguese Learning

Ka Ian Chan, Ngai Seng Chan, Su Kit Tang, Rita Tse

研究成果: Conference contribution同行評審

11 引文 斯高帕斯(Scopus)

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.

原文English
主出版物標題2021 9th International Conference on Information and Education Technology, ICIET 2021
發行者Institute of Electrical and Electronics Engineers Inc.
頁面178-185
頁數8
ISBN(電子)9781665419338
DOIs
出版狀態Published - 27 3月 2021
事件9th International Conference on Information and Education Technology, ICIET 2021 - Okayama, Japan
持續時間: 27 3月 202129 3月 2021

出版系列

名字2021 9th International Conference on Information and Education Technology, ICIET 2021

Conference

Conference9th International Conference on Information and Education Technology, ICIET 2021
國家/地區Japan
城市Okayama
期間27/03/2129/03/21

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