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Gamifying Portuguese Language Learning: A Case Study Examining a Quest-Based Website to Prompt Oral Production and Interaction in Learners of Portuguese L2

Gamificando a aprendizagem linguística de português: estudo de caso que examina um site com uma atividade baseada em missões para promover a produção e interação entre alunos de português l2.

One of the major challenges when teaching second language learners is to maintain them motivated and eager to learn and work on the proposed activity. The literature showed that a combination of social constructivism and technology-integrated learning is crucial for achieving the goals set by modern educational objectives. However, in order to have a robust response from students, one should take into account the psychological aspect of intrinsic and extrinsic motivation. This paper proposes a gamified activity in Portuguese L2 that aims to intensify the students’ motivation. Ten undergraduate students participated in this study. Their responses show that novel studies based on awards and gamification can boost the students’ motivation when learning Portuguese.

KEYWORDS: second language acquisition; language teaching; gamification; technology and education

Um dos maiores desafios ao ensinar alunos de segunda língua é mantê-los motivados a trabalhar em uma atividade nova. A literatura mostrou-nos que a combinação de construtivismo social e aprendizado integrado à tecnologia é crucial para alcançar os objetivos estabelecidos pelos objetivos educacionais modernos. No entanto, para obter uma resposta robusta dos alunos, deve-se levar em consideração o aspecto psicológico da motivação intrínseca e extrínseca. Este artigo propõe uma atividade gamificada que visa intensificar a motivação dos alunos. Dez estudantes de graduação participaram deste estudo. As suas respostas mostram que estudos baseados em prêmios e gamificação podem aumentar a motivação ao aprender português.

PALAVRAS-CHAVE: aquisição de segunda língua; ensino de línguas; gamificação; tecnologia e educação

1 Introduction

The use of technology for foreign language learning takes place in a technology-suffused and rapidly changing environment in which the teacher and their students have access to an abundance of information, tools (e.g. mobile learning devices, online applications, etc.), and the capacity to collaborate and contribute on an unprecedented scale ( MALITA; MARTIN, 2010 MALITA, L.; MARTIN, C. Digital Storytelling as Web Passport to Success in the 21st Century. Procedia-Social and Behavioral Sciences, Amsterda, v. 2, n. 2, p. 3060-3064, 2010. DOI: https://doi.org/10.1016/j.sbspro.2010.03.465 https://doi.org/10.1016/j.sbspro.2010.03... ; YA-TING; WAN-CHI, 2012 YA-TING, C. Y.; WAN-CHI I. W. Digital Storytelling for Enhancing Student Academic Achievement, Critical Thinking, and Learning Motivation: A Year-Long Experimental Study. Computers & Education, Amsterdam, v. 59, n. 2, p. 339-352, set. 2012. DOI: https://doi.org/10.1016/j.compedu.2011.12.012 https://doi.org/10.1016/j.compedu.2011.1... ). Teachers in this new millennium face the challenge of preparing and equipping learners with the skills required to affront the challenges of 21 st Century citizenship.

The literature on pedagogy and technology use has advocated a focus on core subjects, critical thinking, and learning motivation, along with information and technology literacy ( ROBIN, 2008 ROBIN, B. P. Digital Storytelling: a Powerful Technology Tool for the 21st Century Classroom. Theory Into Practice, Obingdon, v. 47, n. 3, p. 220-228, 2008. DOI: https://doi.org/10.1080/00405840802153916 https://doi.org/10.1080/0040584080215391... ). Many researchers have suggested that an ideal combination of technology-integrated learning and social constructivism is essential for attaining the objectives set by modern educational objectives ( NEO; NEO, 2010 NEO, M; NEO, T. K. Students' Perceptions in Developing a Multimedia Project within a Constructivist Learning Environment: A Malaysian Experience. Turkish Online Journal of Educational Technology-TOJET, Sakarya-Turkey, v. 9, n. 1, p. 176-184, 2010. ; SADIKU, 2015 SADIKU, M. L. The Importance of Four Skills Reading, Speaking, Writing, Listening in a Lesson Hour. European Journal of Language and Literature Studies, Obington, v. 1, n. 1, p. 29-31, 2015. DOI: http://dx.doi.org/10.26417/ejls.v1i1.p29-31 http://dx.doi.org/10.26417/ejls.v1i1.p29... ).

The social constructivism principles highlight the importance of using learning activities and available tools to create an environment in which the students can construct and reconstruct their ideas and beliefs ( VYGOTOSKY; COLE, 1978 VYGOTSKY, L. S.; COLE, M. Mind in Society: The Development of Higher Psychological Processes. Cambridge: Harvard University Press, 1978. ). These principles posit that students are not passive recipients of knowledge, but active participants in the construction of new knowledge. This construction of knowledge should be idiosyncratic and derived from the learner’s prior and new knowledge (STEEP-GREANY, 2002). Here, the role of the teacher is of being a facilitator rather than a purveyor of knowledge ( KERN, 1996 KERN, R. Computer-Mediated Communication: Using E-mail Exchanges to Explore Personal Histories in Two Cultures. In: WARSCHAUER, M (ed.). Telecollaboration in Foreign Language Learning. Honolulu: University of Hawai'i Second Language Teaching and Curriculum Center. 1996. p. 105-119. ). In other words, high quality learning outcomes should result from the interplay between the curricula, teaching methods used, and students’ learning efforts ( MEYERS, 2008 MEYERS, S. A. Using Transformative Pedagogy When Teaching Online. College Teaching, Bermingham, v. 56, n. 4, p. 219-224, 2008. DOI: https://doi.org/10.3200/CTCH.56.4.219-224 https://doi.org/10.3200/CTCH.56.4.219-22... ). However, the two main challenges in applying the social constructivism principles are to get the students to engage and feel motivated when working on the proposed activity.

The literature on technology-oriented strategies in teaching showed that the integration of Web 2.0 moved the second language learning process away from the typical classroom setting ( PRENSKY, 2001 PRENSKEY, M. Digital Natives, Digital Immigrants Part 1. On the Horizon, Bingley, v. 9, n. 5, p. 1-6, 2001. DOI: https://doi.org/10.1108/10748120110424816 https://doi.org/10.1108/1074812011042481... ; SIEMENS, 2005 SIEMENS. G. Learning Development Cycle: Bridging Learning Design and Modern Knowledge Needs. Jul. 12, 2005. Available on: Available on: https://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.458.5652&rep=rep1&type=pdf . Retieved at: Nov. 15th, 2020. https://citeseerx.ist.psu.edu/viewdoc/do... ). That is, it increased the students’ engagement in the activity proposed. However, Figueroa-Flores (2015 FIGUEROA-FLORES, J. F. Using Gamification to Enhance Second Language Learning. Digital Education Review, [S.l.], v. 21, n. 27, p. 32-54 jun. 2015. Available on: Available on: https://files.eric.ed.gov/fulltext/EJ1065005.pdf . Retrieved at: Nov. 15th, 2020. https://files.eric.ed.gov/fulltext/EJ106... ) claims that in other to have a robust response from the students, one should take into account the psychological aspect of motivation. This claim is also supported by Lent, Brown and Hackett (1994 LENT, R. W.; BROWN, S. D.; HACKETT, G. Toward a Unifying Social Cognitive Theory of Career and Academic Interest, Choice and Performance. Journal of Vocational Behavior, [S.l.], v. 45, p. 79-122, 1994. DOI: https://doi.org/10.1006/jvbe.1994.1027 https://doi.org/10.1006/jvbe.1994.1027... ) who see the motivation as a necessary personality factor that would support the learners second language acquisition. Thus, one should aim for a strategy that enhances the students’ motivation and engagement when acquiring their second language (henceforth L2).

From all the strategies that exist, Gamification showed to constantly promote motivation. According to Werbach and Hunter (2012 WERBACH, J.; HUNTER, D. For the Win: How Game Thinking Can Revolutionize Your Business. Philadelphia: Wharton School Press, 2012. ) the use of game design technics and elements in non-game contexts (e.g. in the classroom) deals with the two clusters of motivation that are necessary in the L2 learning experience: intrinsic and extrinsic motivation.

Many researchers have shed some light on how intrinsic and extrinsic motivation work and are used to motivate L2 learners ( CAPONETTO; EARP; OTT, 2014 CAPONETTO, I.; EARP, J.; OTT, M. Gamification and Education: A Literature Review. In: EUROPEAN CONFERENCE ON GAMES BASED LEARNING (ECGBL), 8th, Berlin. Proceedings […]. New York: Academic Conferences and Publishing International, 2014. v. 1, p. 50-57. Available on: Available on: http://toc.proceedings.com/24284webtoc.pdf . Retrieved at: Nov 15th, 2020. http://toc.proceedings.com/24284webtoc.p... ; WERBACH; HUNTER, 2012 WERBACH, J.; HUNTER, D. For the Win: How Game Thinking Can Revolutionize Your Business. Philadelphia: Wharton School Press, 2012. ; among others). However, only some have proposed activities using Gamification strategies which aim to improve the students’ intrinsic and extrinsic motivation ( FIGUEROA-FLORES, 2015 FIGUEROA-FLORES, J. F. Using Gamification to Enhance Second Language Learning. Digital Education Review, [S.l.], v. 21, n. 27, p. 32-54 jun. 2015. Available on: Available on: https://files.eric.ed.gov/fulltext/EJ1065005.pdf . Retrieved at: Nov. 15th, 2020. https://files.eric.ed.gov/fulltext/EJ106... ; STEPP-GREANY, 2002 STEPP-GREANY, J. Student Perceptions of Language Learning in a Technological Environment: Implications for the New Millennium. Language Learning; Technology, Santa Bárbara, CA, v. 6, n. 1, p. 165-180, 2002. ; YA-TING; WU, 2012 YA-TING, C. Y.; WAN-CHI I. W. Digital Storytelling for Enhancing Student Academic Achievement, Critical Thinking, and Learning Motivation: A Year-Long Experimental Study. Computers & Education, Amsterdam, v. 59, n. 2, p. 339-352, set. 2012. DOI: https://doi.org/10.1016/j.compedu.2011.12.012 https://doi.org/10.1016/j.compedu.2011.1... ). This study aims to present a gamified real-life activity that can be applied in L2 classrooms. This activity is underpinned by the Communicative Approach notion that communicative competence is both the linguistic knowledge and the skill in using it (ELLIS, 1994, 1996 ELLIS, G. How Culturally Appropriate Is the Communicative Approach? ELT Journal, Kettering, v. 50, n. 3, p. 213-218, Jul. 1996. DOI: https://doi.org/10.1093/elt/50.3.213 https://doi.org/10.1093/elt/50.3.213... ).

Thus, the purpose of this study is to promote and improve the students’ reading, writing, listening and oral skills in Portuguese language. Specifically, it aims to propose an activity that would intrinsically and extrinsically motivate the learners to communicate in their second language.

Activities fomenting the student’s reading, writing, listening and oral skills serve many valuable purposes: they give learners scaffolded support, opportunities to create and use real-information, evidence of their own ability and most important, confidence ( SADIKU, 2015 SADIKU, M. L. The Importance of Four Skills Reading, Speaking, Writing, Listening in a Lesson Hour. European Journal of Language and Literature Studies, Obington, v. 1, n. 1, p. 29-31, 2015. DOI: http://dx.doi.org/10.26417/ejls.v1i1.p29-31 http://dx.doi.org/10.26417/ejls.v1i1.p29... ). These purposes are important because they boost the students’ intrinsic and extrinsic motivation. Hence, improving the students’ retention of new content.

This paper proposes a gamified activity created to boost the intrinsic and extrinsic motivation of Portuguese second language learners. The topic of this activity is job hunting and interview, which is a widely used topic in language coursebooks. The validly of this topic increases when teaching undergraduate students, since they may be either looking for internships or jobs, or they will start looking for them soon. Thus, an activity that allows them to practice and talk about the challenges they will have to face when writing their CVs and Cover Letters might serve as a motivation boost. Moreover, it aims to give the students some tips on how to behave in interviews, which might serve as a good intrinsic motivation. In addition, some game elements such as badges were also used to boost the students’ extrinsic motivation. Thus, providing the perfect environment to practice and learn a second language.

2 Gamification in second language learning environments

The concept of Gamification and its use in education is basically new. This concept was coined in 2012 and it comes from the idea of using game elements and game design techniques in non-game contexts ( WERBACH; HUNTER, 2012 WERBACH, J.; HUNTER, D. For the Win: How Game Thinking Can Revolutionize Your Business. Philadelphia: Wharton School Press, 2012. ; KAPP, 2012 KAPP, K. The Gamification of Learning and Instruction. San Francisco, CA: Pfeiffer, 2012. ). This concept is based on the success of the gaming industry, social media, and decades of research in human psychology.

Gamification’s main objective is to increase the participation of people, also called users, and motivate them by incorporating game elements and techniques, such as points, badges, leaderboards, progress bars, progression charts, immediate feedback, levels, avatars, rewards, among others. All these elements have different purposes and can be adapted to an education- related environment since they enhance automatically the teaching and learning process of L2 (see FIGUEROA-FLORES (2015 FIGUEROA-FLORES, J. F. Using Gamification to Enhance Second Language Learning. Digital Education Review, [S.l.], v. 21, n. 27, p. 32-54 jun. 2015. Available on: Available on: https://files.eric.ed.gov/fulltext/EJ1065005.pdf . Retrieved at: Nov. 15th, 2020. https://files.eric.ed.gov/fulltext/EJ106... ) for a detailed explanation on how the Gamification elements can enhance learning).

Most of the games we know integrate three basic elements: meta-centered activities, rewards, and progression ( DICKEY, 2005 DICKEY, M. D. Engaging by Design: How Engagement Strategies in Popular Computer and Video Games Can Inform Instructional Design. Educational Technology Research and Development, [S.l.], v. 53, p. 67-83, 2005. DOI: https://doi.org/10.1007/BF02504866. Available on: Available on: https://link.springer.com/article/10.1007/BF02504866 . Retrieved at: Nov. 15th, 2020. https://link.springer.com/article/10.100... ; FIGUEROA-FLORES, 2015 FIGUEROA-FLORES, J. F. Using Gamification to Enhance Second Language Learning. Digital Education Review, [S.l.], v. 21, n. 27, p. 32-54 jun. 2015. Available on: Available on: https://files.eric.ed.gov/fulltext/EJ1065005.pdf . Retrieved at: Nov. 15th, 2020. https://files.eric.ed.gov/fulltext/EJ106... ). All game activities are meta-centered because they are oriented towards a specific objective which ultimately focuses on winning by defeating obstacles and other conditions ( SMITH-ROBBINS, 2011 SMITH-ROBBINS, S. Are Virtual Worlds (still) Relevant in Education? E-Learn, New York, v. 12, 2011. DOI: https://doi.org/10.1145/2072296.2078479 https://doi.org/10.1145/2072296.2078479... ). Prizes promote an additional commitment and engagement by the player ( GLOVER, 2012 GLOVER, J. Humanity: A Moral History of the Twentieth Century. 2. ed. New Haven: Yale University Press, 2012. ). This type of reward occurs in games where the player is able to unblock extra activities or levels after successfully accomplishing the previous ones, one aspect which can be also found in L2 learning where the students have to learn a set of rules and vocabulary before moving on to a new unit or topic.

Koster (2005 KOSTER, R. Theory of Fun for Game Design. Cambridge: O'Reilly Media, 2005. ) suggested that learning based on challenges and games works so well because the pleasure provided by the game makes the students learn better. For Koster and Kapp (2012), the act of playing games whilst learning serves as a natural learning drug to our brain since it promotes an environment in which the participants feel motivated to invest their time and energy in solving a task. In another words, it can serve as an extra stimulus for human learning.

The students’ motivation arrives in the way of acceptance or blending in. If the learners receive recognition for their achievements, they will feel motivated to move to another level or reach an additional reward. Dickey (2005 DICKEY, M. D. Engaging by Design: How Engagement Strategies in Popular Computer and Video Games Can Inform Instructional Design. Educational Technology Research and Development, [S.l.], v. 53, p. 67-83, 2005. DOI: https://doi.org/10.1007/BF02504866. Available on: Available on: https://link.springer.com/article/10.1007/BF02504866 . Retrieved at: Nov. 15th, 2020. https://link.springer.com/article/10.100... ) suggested that progression is a very important element of engagement and motivation since its main objective is to maintain the players informed on how much progress they have achieved in the level. In the L2 classroom the teacher can implement progression by systematically promoting a healthy competition in the group whilst showing the progress of each learner. Students who are able to see their progress tend to become risk takers since they are motivated to move on or continue ( FIGUEROA-FLORES, 2015 FIGUEROA-FLORES, J. F. Using Gamification to Enhance Second Language Learning. Digital Education Review, [S.l.], v. 21, n. 27, p. 32-54 jun. 2015. Available on: Available on: https://files.eric.ed.gov/fulltext/EJ1065005.pdf . Retrieved at: Nov. 15th, 2020. https://files.eric.ed.gov/fulltext/EJ106... ).

Gamified activities provide alternatives for L2 teachers who would like to rethink their practices based on the similarities they find in games. As already mentioned, one of the greatest advantages of implementing Gamification is that the student may feel motivated to complete a level. If this is translated to the psycho-pedagogical aspect, the student may move forward after successfully completing a unit or task in which the language learning is assessed thru a variety of game like experiences ( PINTRICH, 2003 PINTRICH, P. H. Motivation and Classroom Learning. In: WEINER, I. B; SCHINKA, J. A.; VELICER, W. F. Handbook of Psychology: Research Methods in Psychology. New Jersey: John Wiley & Sons, 2003. v. 2. DOI: https://doi.org/10.1002/0471264385.wei0706 https://doi.org/10.1002/0471264385.wei07... ; FIGUEROA-FLORES, 2015 FIGUEROA-FLORES, J. F. Using Gamification to Enhance Second Language Learning. Digital Education Review, [S.l.], v. 21, n. 27, p. 32-54 jun. 2015. Available on: Available on: https://files.eric.ed.gov/fulltext/EJ1065005.pdf . Retrieved at: Nov. 15th, 2020. https://files.eric.ed.gov/fulltext/EJ106... ). However, in other to have a successful activity one should plan carefully the learning tasks, the vocabulary needed, the level of difficulty and the learning outcomes. In what follows the rationale and goals for the activity discussed in this paper are presented.

3 Methodology

This section describes in detail all the steps taken when creating the Gamified activity described in this paper. The method used and the website preparation was thoroughly explained taking into account the literature and the steps the researcher had to take when creating this activity.

3.1 Participants

The participants were 10 English native speakers’ students of Portuguese L2. There were at the equivalent to the B1 level, according to the Common European Framework, and spoke at least another foreign language (e.g. Spanish, French or a combination of both). Their mean age was 20 years old. These students started to learn Portuguese at the University of Surrey as part of their degree program in Language and Literature.

The activity described in this paper was part of the Curriculum of this course and was presented in class. However, the participation in the study was voluntary and only the students who volunteered to assess the activity were mentioned here. Moreover, this study followed the ethical considerations proposed at the guidelines for ethical approval from the Universidade Federal de Minas Gerais (UFMG).

3.2 Methods

The activity described on this paper is a pilot study based on the Educational Gamification Five Step Model that was adapted from Huang and Soman (2013 HUANG, W. H.-Y; SOMAN, D. A Practitioner’s Guide to Gamification of Education. Research Report Series: Behavioral Economics in Action. Toronto: University of Toronto -Rotman School of Management, 2013 ). This pilot study is part of a bigger study that aims to create a wide range of Gamified materials to boost the learners’ intrinsic and extrinsic motivation. The graphic below illustrates this model. Each step proposed below was followed when creating the Gamified activity discussed in this paper.

case study in portuguese language

In order to deal with the first step, Understanding the Target Audience and the Contex t, the language teacher needs to know who their students are. It is important to know their target audience along with analysing the context in which they are inserted (e.g. group size, environment, skills sequence, and length). It is at this point in the activity that the ‘pain points’, as Figueroa-Flores (2015 FIGUEROA-FLORES, J. F. Using Gamification to Enhance Second Language Learning. Digital Education Review, [S.l.], v. 21, n. 27, p. 32-54 jun. 2015. Available on: Available on: https://files.eric.ed.gov/fulltext/EJ1065005.pdf . Retrieved at: Nov. 15th, 2020. https://files.eric.ed.gov/fulltext/EJ106... ) calls them, come to surface.

The pain points are several aspects that can prevent students from progressing such as: focus, motivation, skills, pride, learning environment, nature of the course, physical, mental and emotional factors. The teacher will be only able to determine the Gamification after taking into account and understanding these points.

The participants in this study are undergraduate students attending the Portuguese lessons at the University of Surrey (see 2.1 for a detailed description of the subjects in this study). The students were highly motivated to learn Portuguese since they selected to learn Portuguese from a pool of 11 languages offered. Besides, they were credited students, which meant that their success or failure in the course would affect their transcripts and overall average.

Some of the students had family members, boyfriend or girlfriend who were native speakers of Portuguese, which helped to increase their interest in learning the language. The students were very good speakers, but some of them were very shy and over conscious of their mistakes, characteristics which could be seen as an obstacle in the activity progressivity. In order to have a smooth activity, the students should engage in conversation and use the new vocabulary learned during the warm-up section (see steps two and three). It was important for them to feel enough comfortable and encouraged to communicate in their second language since they were supposed to role-play a job interview.

Another obstacle to overcome was the fact that the lessons occurred two times a week (on Wednesdays and Thursdays), the lesson on Wednesday would last for one hour while the one on Thursday lasted two hours. In total we would meet for three hours a week, which did not leave the researcher and the students a lot of time to work on scrutinizing details such as reviewing all the grammatical points (e.g. present and past tenses, how to address someone formally, etc) and reviewing vocabulary. As a matter of fact, these topics were taken for granted since the students, who were at B1 level, had already covered extensively the topics mentioned above at levels A1 and A2.

Additionally, given the short number of weekly hours, the activity was spread throughout three weeks. At the end of the activity, the hours in class as well as the time the students were expected to expend working on their assignments and homework (extra 10 hours per week) proved to be enough to work on the activity proposed.

At home, the students were expected to select a job, from the website advertisement page ( anúncios de empregos tab ), to apply for. Additionally, they were supposed to write their CV and Cover Letter, tailor-making them to better suit the job requirements. The CV and the letter were supposed to be handed in together when placing ‘their job application’. Finally, the students were expected to prepare themselves for their job interview, and to interview their classmates.

Whilst in class, the students worked on the vocabulary and grammar topics necessary to tackle the activity (see below, Step two, Defining the Learning Objectives ). The students had also the opportunity of talking about the differences in register and formality, which proved to be essential to succeed in the task at hand. The students and teacher were supposed to cover the topics proposed at unit 10 from Português em Foco 2 ( COELHO; OLIVEIRA, 2017 COELHO, L.; OLIVEIRA, C. Português em Foco 2. Lisboa; Vale do Tejo: Lidel, 2017. ) as the activity went along.

The final challenge or obstacle faced was to maintain the students’ interest and engagement, since they were supposed to write their CV and Cover Letter, as well as to prepare for their interview at home, and to interview their peers. Here, it is important to highlight that the activity was not assessed, which could be seen as a demotivating aspect. It is known that some students may tend to prioritized projects and activities that are part of their final mark over the ones that are not. To overcome this issue, the activity was gamified and badges were given after the completion of each task.

The researcher opted to use badges to signal the progress in the game since a system based on points would have meant to keep track of each point lost or won, which proved to be challenging in previous experiences. A game based on points tend to work better in activities that start and finish on the same lesson. Instead an award system based on badges proved to be more efficient in activities that were meant to last more than one lesson since they facilitate to keep track of the students’ progress. Step two, Defining the Learning Objectives , is always necessary for a successful teaching and learning experience. This is the cornerstone of the activity discussed here since it sets the general instructional goals, specific learning goals, and behavioural goals. In this activity, the learning objectives are divided into three groups: vocabulary, grammar and behavioural goal. In what follows each group is presented in detail, specifying the learning goals;

Group 1 - Vocabulary

To learn the vocabulary related to job hunting and interview

To learn the difference between formal and informal speech

To learn the difference between an informal and formal letter

Group 2 - Grammar

To revise: the past tenses (perfect and imperfect), the near future tense, the future and future conditional, as they take part in the activity

To learn Personal Infinitive

Group 3 - Behavioural goal

To boost the students’ confidence in talking and interacting in the target language.

To use a ludic activity that involves all the four skills: speaking, reading, writing and listening.

To award the students’ effort after each task

To increase the students’ intrinsic and extrinsic motivation in learning Portuguese.

Step three, Structuring the Experience , aims to break down the activity and identify the main points of action. At this stage, the teacher needs to prepare and quantify what the students (players) need to learn and achieve by the end of each stage in the game. If students fall behind, it is up to the teacher to re-think the activity and provide a push for motivation in order for the student to complete the stage.

The activity described on this paper was based on blended modalities comprising both face-to-face and e-learning sessions. Before winning the first Badge (CV Badge), the students had to read and answer a text. In this text, one of the characters is job hunting. The text used in this activity is part of an introductory conversation (see pages 134 and 135) presented in Unit 10, from Português em Foco 2 ( COELHO; OLIVEIRA, 2017 COELHO, L.; OLIVEIRA, C. Português em Foco 2. Lisboa; Vale do Tejo: Lidel, 2017. ). This text is used to introduce the vocabulary they will need to know in order to champion the activity proposed on the website. Here, the learners had to answer questions based on the text they read. This exercise was used as a warm-up activity which meant to prompt the students to talk about their future and career plans. In this task, the students had to use either their smartphones or their computers to search for more information about the professions they liked or would like to apply for.

These two activities (text comprehension and oral practice) lasted for eighteen minutes (twelve minutes to read and answer the questions from the introductory text, two minutes to correct, and another three minutes to talk about their career prospects). This activity led to the introduction of the grammatical topic covered in unit 10: Infinitive (also known, in Portuguese, as Infinitivo Pessoal e Impessoal). Fifteen minutes were allocated for the presentation and explanation of this grammatical topic.

Fifteen more minutes were allocated to work on and to correct two exercises. At this stage, it was predicted that the students could have difficulties in relating this grammatical rule to real life interactions. For this reason, the students were asked to come up with a short job advertisement in pairs.

Each pair was supposed to talk about the profession they have chosen and how to write a job advertisement. Twelve minutes were allocated for this activity. The students were expected to talk about the differences between informal and formal registers. The answers were corrected by the students themselves. Each group would correct their peers’ answers. Throughout this exercise, the role of the teacher was to serve as a mere supervisor. After this activity the website which contained the gamified activity was presented. This activity was just a pilot study of a bigger project that aims to create materials to boost the students’ intrinsic and extrinsic motivation when learning Portuguese.

The students were asked to read and select one of the adverts on the anúncios de emprego tab . The website presentation should not take longer than twelve minutes, out of which five minutes were allocated for the students to explore it. During the presentation, the badges and the rules of the game were presented. Basically, whenever the students would finish a task, they would receive a badge.

The students had four main tasks: to write their CVs and Cover Letters, to interview their colleagues, and to attend an interview, which, if successful, would lead to the fourth and last badge (the trophy). The last badge (the trophy) was only given to the students who had successfully passed all the phases and got hired. As mentioned above, the Gamification and the distribution of badges were meant to boost the students’ intrinsic and extrinsic motivation. As a matter of fact, one of the biggest challenges of this whole activity was to keep the students motivated and willing to carry on working on the activity proposed.

In other to help the students when writing their own CVs, a text with tips on how to write a CV was read and discussed in groups. Each group had to talk about three Dos and three Don’ts one should follow when writing a CV. This activity should last ten minutes, in which one minute would be used to teach the new vocabulary, two minutes would be used to read the text, and seven minutes to work on the list per se.

Another three minutes was planned to correct and discuss the students’ answers. Finally, the students would have to read texto F (on page 137) and fill in a table with the relevant information about Samuel’s CV. Three minutes would be used to present the new vocabulary and listen/ read to the text on page 137. Another six minutes would be allocated for filling in the table with the relevant information and two minutes for its correction

Towards the end of this lesson, a model of Cover Letter and a power point presentation containing some rules and examples of formal letters were prepared and used to teach the students the difference between formal and informal letter and how to write one. This presentation should last fifteen minutes. Another five minutes should be allocated to an open discussion in which the teacher would write on the board at least six tips on how to write a Cover Letter. These “tips” should consist on suggestions and advices prompted from the students. For homework the students were asked to write their CVs and Cover Letters and email them to the teacher one day before the next class. It is important to bear in mind that this activity started on Thursday and the following lesson would be on Wednesday. Thus, the students’ deadline to email their homework was on Tuesday.

Receiving the CVs and Cover Letters before the next lesson would enable the teacher to correct and hand them in time before sharing them with the students. On the actual day of the lesson, the students would be paired up and would exchange their CVs and Cover Letters. It was predicted that students who did not emailed their CV and letter before the lesson, would have to have their interview delayed, thus delaying the whole activity.

Thus, the teacher should monitor the students’ submission and try as much as possible to avoid any delays. When that would not be possible, it was up to the teacher to pair up students who had already submitted together. For the ones who did not manage to submit on time, they would be put in the same groups or pairs and, whenever possible would receive their CV and letters and exchange them via email to save time. However, this last option was not needed since all the students submitted their homework on time.

During the second meeting, the students who successfully submitted their CVs and Cover Letters received their badges. Additionally, they read a text taken from Português XXI ( TAVARES, 2016 TAVARES, A. Português XXI. Lisboa; Vale do Tejo: Lidel, 2016. ) on pages 174 and 175, in which one of the characters is doing her job interview. The students are asked to read the text and them listen to its audio and put the dialogue in the correct order. This activity was meant to prepare the students for their own interview since it presents the format of an interview and the vocabulary expected. Since this text is not part of unit 10 from Português em foco 2 ( COELHO; OLIVEIRA, 2017 COELHO, L.; OLIVEIRA, C. Português em Foco 2. Lisboa; Vale do Tejo: Lidel, 2017. ) photocopies were provided during the lesson. Here, it was predicted that some of the students might have found the vocabulary or the structure of the job interview complex. In order to solve this problem, they were paired-up and had to use the text from the handout as model to role-play a short interview. The whole activity should not take more than ten minutes. Besides, two minutes should be allocated for correction.

The students were also asked work on another listening activity, but this time from their book (see page 142). This activity consisted on an audio in which someone would give relevant advices to be followed before and during the interview. This activity was meant to serve as an extra example on how prepare and conduct an interview. Two minutes were allocated to work on the new vocabulary and eight minutes were allocated for the activity in itself. The students were supposed to listen to the audio file three times. Another two minutes were allocated for correction.

After being exposed to two different examples of job interviews, the students would be paired up and asked to exchanged their CVs and Cover Letters. They would have eight minutes to read their colleagues’ application and to start to brain storm how their interview would be organized. They were asked to read their peers’ application and ask questions about their colleagues’ application. This round of questions was meant to help them to come up with the questions the interviewers would ask during the interview. The interview would be role-played on the next lesson. In terms of organisation, it was up to the pair to decide if they would like to share the questions before the interview or not. In case they chose to, they could also prepare the answers together. At this moment, the teacher asked the students to exchange their emails since they were supposed to work together on their interview before the next class. Two predicable problems could have occurred during this activity:

Students had different timetables. This could have been one of the biggest hurdles to concluding the activity.

Students may lose their motivation and/or may give priority to other assignments.

Both issues were solved by monitoring closely each pair’s progress and rewarding the students after each task. A summary of their progress was also weekly issued to foster a healthy competitive environment ( FIGUEROA-FLORES, 2015 FIGUEROA-FLORES, J. F. Using Gamification to Enhance Second Language Learning. Digital Education Review, [S.l.], v. 21, n. 27, p. 32-54 jun. 2015. Available on: Available on: https://files.eric.ed.gov/fulltext/EJ1065005.pdf . Retrieved at: Nov. 15th, 2020. https://files.eric.ed.gov/fulltext/EJ106... ). Yet, it was still possible to have students demotivated and falling behind. In this case, it would be up to the teacher’s own discretion to closely monitor them and boost their students’ morale.

On the third meeting the students would be asked to seat in pairs and role-play their interview. Here, each pair had to talk between themselves. The researcher did not ask the students to present their dialogue to the rest of the class since this could have blocked their spontaneity and inhibit the students who are overcautious about their mistakes and language skills. The students were given two minutes each to role-play their interviews. In total, the students spent four minutes working on this activity. They were responsible for tracking their time. This allowed them to swap places and roles. An extra two minutes were allowed, in case the pair did not managed to finish the activity on time.

As for the decision if the interviewee would get job or not, it was up to each pair to decide the terms and conditions to hire the candidates. Finally, after successfully passing the interview the students who got hired, would receive their final badge to award their quest.

The final step, four, Applying Gamification Elements , was done together with the students after planning thoroughly the activity in itself and creating the website. As mention, this game was presented in parallel with unit 10 from Português em Foco 2 ( COELHO; OLIVEIRA, 2017 COELHO, L.; OLIVEIRA, C. Português em Foco 2. Lisboa; Vale do Tejo: Lidel, 2017. ). Both the unit and the website were supposed to complement each other, since one could not work without the other. As described above, the students were supposed to refer back to the job agency website, created by the teacher, when applying for their “jobs”. They were also supposed to refer back to the website whenever they would like to have an overall idea of the stages they would have to go through. The website in itself, gave the students an idea of the activity’s structure and organization since it helped the students and their teacher to know what would come next. Moreover, unit 10 also helped to delimit a structure and order to be followed.

3.3 Website creation

The website used in the activity proposed and discussed in this paper was created using a free website generator called wix.com. The advantage of using wix.com was that it has a vast library containing a variety of user-friendly templates and functions. One can select a specific template and apply it to their new webpage without needing to have a vast knowledge of IT or website creation. Besides, the videos and images are similar to the ones used in professional websites which can enhance the students’ experience, since it looks very similar to what a job agency website would look like in real life.

The choice of using authentic and real-world teaching materials proves to be relevant for the learning processes since it maximizes the quality of student learning outcomes ( BIGGS, 2003 BIGGS, J. Aligning Teaching and Assessing to Course Objectives. In: INTERNATIONAL CONFERENCE TEACHING AND LEARNING IN HIGHER EDUCATION: NEW TRENDS AND INNOVATIONS, 2003, Aveiro. Actas […] Aveiro: University of Aveiro, 2003. p. 1-9. ). Activities such as the one proposed here provide a challenge, interest and motivation to learn. Here the students are not spoon-fed with the content to be learned and acquired, but they are expected to engage with progressive higher-order cognitive processes.

3.3.1 The layout of the website

The website layout was taken from the website generator www.wix.com . To be loyal to the information one could find in real job hunting websites (e.g. www.vagas.com.br , www.empregos.com.br , jobs.ac.uk and indeed.ac.uk ), the website was written in the target language (Portuguese) and contained an introductory page ( início ), about us ( quem somos ), the jobs adverts ( anúncios de empregos ), the stages in the candidate selection ( fases do processo de seleção ) and the establishment's address. The website created for this activity is the following: https://carlacmx.wixsite.com/agenciadeempregos .

case study in portuguese language

The activity proposed starts at “ fases do processo de seleção (stages in the candidate selection)”. In this section, the students are presented with the tasks and stages they have to complete in other to win the game proposed. Here the use of badges to reward the students’ achievements is imperative for the development of the game. Badges and levels tend to extrinsically motivate the learners to improve engagement while intrinsically motivating towards the achievement, mastery, autonomy, and sense of belonging ( FIGUEROA-FLORES, 2015 FIGUEROA-FLORES, J. F. Using Gamification to Enhance Second Language Learning. Digital Education Review, [S.l.], v. 21, n. 27, p. 32-54 jun. 2015. Available on: Available on: https://files.eric.ed.gov/fulltext/EJ1065005.pdf . Retrieved at: Nov. 15th, 2020. https://files.eric.ed.gov/fulltext/EJ106... ; LEPPER, 1988 LEPPER, M. R. Motivational Considerations in the Study of Instruction, Cognition and Instruction, [S.l.], v. 5, n. 4, p. 289-309, 1988. DOI: https://doi.org/10.1207/s1532690xci0504_3 https://doi.org/10.1207/s1532690xci0504_... ; MUNTEAN, 2011 MUNTEAN, C. I. Raising Engagement in E-learning Through Gamification. In: INTERNATIONAL CONFERENCE ON VIRTUAL LEARNING (ICVL), 6th, 2011, Romania. Proceedings […]. Romania: University of Cluj-Napoca, 2011. p. 323-329. ).

case study in portuguese language

The job adverts section ( anúncios de empregos ) was also an important part of the activity because the students had to consult it to select the job they would like to apply for. Here, the students could talk to their peers about the job they applied for. Equally important, were the introductory page ( início ) and about us ( quem somos ). Although, these pages were not directly related to the activity proposed, they were created to maximize the experience of using a real-world job hunt website ( BIGGS, 2003 BIGGS, J. Aligning Teaching and Assessing to Course Objectives. In: INTERNATIONAL CONFERENCE TEACHING AND LEARNING IN HIGHER EDUCATION: NEW TRENDS AND INNOVATIONS, 2003, Aveiro. Actas […] Aveiro: University of Aveiro, 2003. p. 1-9. ; MEYERS; NULTY, 2009 MEYERS, N.; NULTY, D. How to Use (Five) Curriculum Design Principles to Align Authentic Learning Environments, Assessment, Students’ Approaches to Thinking, and Learning Outcomes. Assessment & Evaluation in Higher Education, Abington: v. 34, n. 5, p. 565-577, Sept. 2009. DOI: https://doi.org/10.1080/02602930802226502 https://doi.org/10.1080/0260293080222650... ). Thus, triggering an intrinsic motivation.

case study in portuguese language

3.3.2 Badges

The badges were created using the free badger generator http://www.onlinebadgemaker.com/ and were inserted in the activity when the layout for the website was ready. Each badge was confectioned individually, and their pictures were directly related to the phase or task the students were supposed to perform. Each badge was handed to the students upon completion of its respective task.

case study in portuguese language

The literature has vastly discussed the benefits awards and prizes promote when trying to boost the players/students’ engagement and commitment ( FIGUEROA-FLORES, 2015 FIGUEROA-FLORES, J. F. Using Gamification to Enhance Second Language Learning. Digital Education Review, [S.l.], v. 21, n. 27, p. 32-54 jun. 2015. Available on: Available on: https://files.eric.ed.gov/fulltext/EJ1065005.pdf . Retrieved at: Nov. 15th, 2020. https://files.eric.ed.gov/fulltext/EJ106... ; GLOVER, 2012 GLOVER, J. Humanity: A Moral History of the Twentieth Century. 2. ed. New Haven: Yale University Press, 2012. ; KAPP, 2012 KAPP, K. The Gamification of Learning and Instruction. San Francisco, CA: Pfeiffer, 2012. ). The use and integration of badges has grown tremendously due to the development of game consoles and online gaming ( FIGUEROA-FLORES, 2015 FIGUEROA-FLORES, J. F. Using Gamification to Enhance Second Language Learning. Digital Education Review, [S.l.], v. 21, n. 27, p. 32-54 jun. 2015. Available on: Available on: https://files.eric.ed.gov/fulltext/EJ1065005.pdf . Retrieved at: Nov. 15th, 2020. https://files.eric.ed.gov/fulltext/EJ106... ). For the L2 learner, badges are important to boost motivation in the way of acceptance and blending in. If the students receive recognition for something they have achieved, they will be motivated to move to another level or reach additional reward. This sense of progression is a very important element for games, and it increases the students’ motivation and self-awareness, since it maintains the player informed on how much progress they have in the level ( KAPP, 2012 KAPP, K. The Gamification of Learning and Instruction. San Francisco, CA: Pfeiffer, 2012. ).

Additionally, it gives the player (student) the necessary information about their journey since it informs them about the goals that were completed and the necessary tasks to complete the level ( WERBACH; HUNTER, 2012 WERBACH, J.; HUNTER, D. For the Win: How Game Thinking Can Revolutionize Your Business. Philadelphia: Wharton School Press, 2012. ). In the L2 classroom, the teacher implements progression by systematically promoting a healthy competition every time the game’s progression is shown. It is at this moment that the L2 learner is able to see their progress. Their progress motivates them to become risk takers, thus enabling the students to carry on with the activity proposed ( FIGUEROA-FLORES, 2015 FIGUEROA-FLORES, J. F. Using Gamification to Enhance Second Language Learning. Digital Education Review, [S.l.], v. 21, n. 27, p. 32-54 jun. 2015. Available on: Available on: https://files.eric.ed.gov/fulltext/EJ1065005.pdf . Retrieved at: Nov. 15th, 2020. https://files.eric.ed.gov/fulltext/EJ106... ).

3.4 Questionnaires

In order to prove the efficiency of the activity, the participants were asked to evaluate it. Questionnaires (see APPENDIX I APPENDIX I - Questionnaires ) were handed to each participant at the end of the activity. Each questionnaire contained 13 questions to evaluate if the activity proposed was important to boost their motivation, and if so, how did it do it. The questionnaire contained polar and open questions. The open questions were answered using a Likert Scale ranging from 1 to 5. Here, the students would evaluate if the question or the activity proposed was either relevant or not. They also had to say if they like it or not.

The questionnaire was useful to map how the activity described in this paper had an influential impact in boosting the students’ intrinsic and extrinsic motivation. In this study, the students’ feedback was crucial to understand if the main goal of the activity was actually achieved. That is, if the activity, in itself, really boosted the students’ motivation.

4 Analysis and results

Before the activity described in this paper started a certificate is awarded (see appendix II APPENDIX II - Certificate ) from the hands of the teacher to the students. The certificate was created using a template from the Jotform website. 1 1 https://www.jotform.com/pdf-editor/202983058539061?template=1 . This award aimed to trigger students' attention and motivation. After the award of the students were told that they should look for a job. Here, it was up to the student to choose their undergraduate area and expertise. This was the trigger of the story. From this moment onwards, the story started to unfold.

Similar to any job selection, the student must go through several stages before being hired. First, they should send their CV and Cover Letter to the recruitment specialist. If their application was successful, they would be called for an interview. Only students who were awarded the CV and Cover Letter badges were selected for the interview.

As described in detailed in section 2.2, the activity was meant to be blended and it happened throughout three meetings. The first and second meetings used the whole lesson, while the last meeting used just part of the time allocated for the lesson. For the last meeting 25 minutes were allocated for interview, feedback to the students and completion of the questionnaires.

In this activity, both the website and the interview should be as realistic as possible. The idea was to create an environment in which the candidate (student) would be immersed in the job-hunting experience intensely. Thus, placing them in all the stages that a candidate must go through in real life.

The stages and tasks to be followed were presented in the website, but they were also based on unit 10 from Português em Foco 2 ( COELHO; OLIVEIRA, 2017 COELHO, L.; OLIVEIRA, C. Português em Foco 2. Lisboa; Vale do Tejo: Lidel, 2017. ), which helped the students and the researcher to organize themselves better since the could check, whenever they wanted, the next steps to follow. The tasks also served to motivate the students since they could also visualize the badges and the tasks, they had to champion in order to win them.

As defended by Figueroa-Flores (2015 FIGUEROA-FLORES, J. F. Using Gamification to Enhance Second Language Learning. Digital Education Review, [S.l.], v. 21, n. 27, p. 32-54 jun. 2015. Available on: Available on: https://files.eric.ed.gov/fulltext/EJ1065005.pdf . Retrieved at: Nov. 15th, 2020. https://files.eric.ed.gov/fulltext/EJ106... ) the badges proved to be important for boosting the students’ motivation and giving them a sense of control or ownership in the game they were inserted in. As a matter of fact, all the students mentioned in their questionnaires the importance of the badges in boosting their morale and motivation, both intrinsic and extrinsic. Moreover, the badges gave them a sense of progression and completion, which the students mentioned to be really important when participating in long activities, which is also in line with Kapp’s (2012 KAPP, K. The Gamification of Learning and Instruction. San Francisco, CA: Pfeiffer, 2012. ), Werbach and Hunter’s (2012 WERBACH, J.; HUNTER, D. For the Win: How Game Thinking Can Revolutionize Your Business. Philadelphia: Wharton School Press, 2012. ) and Koster’s (2005 KOSTER, R. Theory of Fun for Game Design. Cambridge: O'Reilly Media, 2005. ) studies. Additionally, the badges were also important in stimulating performance and collaboration among students who were involved in the process.

The novelty of the activity in itself proved to be an advantage since it boosted the students’ curiosity and motivation to know what it would come next. So far, none of the students had ever participated in a similar activity. This meant that many of them were curious to know how it would unfold. This feeling was even more boosted by the badges, as they helped to create a healthy competitive and rewarding environment. In fact, none of the students claimed to feel pressured or demotivated whenever they moved on or were hold back a stage, thus proving Figueroa-Flores’ (2015 FIGUEROA-FLORES, J. F. Using Gamification to Enhance Second Language Learning. Digital Education Review, [S.l.], v. 21, n. 27, p. 32-54 jun. 2015. Available on: Available on: https://files.eric.ed.gov/fulltext/EJ1065005.pdf . Retrieved at: Nov. 15th, 2020. https://files.eric.ed.gov/fulltext/EJ106... ) theory that a healthy competition could only boost the students’ motivation.

When creating the activity, the researcher cogitated to use a system based on points, however it could have been harder to keep track of the students’ progression since the activity would extend for three lessons. Moreover, the badges served as constant reminders of what each of them had achieved. For the most competitive students it served as constant reminder of their achievement, which in itself helped to boost the students’ intrinsic and extrinsic motivation.

Another fact that could have influenced in this activity was the fact that the group analyzed was small, which helped the researcher when keeping track of the tasks and the number of students who had completed them. Moreover, the students were all good friends since it was the second year they were studying together. Maybe in a bigger group or in a group in which the students did not feel so relaxed and comfortable, the results would had been different.

In addition, the layout and extra work put into creating the materials served as an extrinsic motivator since the students were happy to have an activity that it was tailored-made for each of them. Activities similar to this one pay-off in motivating students, but it is time consuming and complex to be created. Such characteristics could demotivate the teachers, especially if they have many students. Nevertheless, once it is created it can be reproduced as many times as needed.

An interesting and unexpected result was the promotional aspect this activity. Due to its novelty, the students taking the course, talked about this activity when conversing with their friends and peers taking other languages courses. Although, it was never meant to serve as a promotional act, it helped to increase the interest in learning Portuguese.

Despite the success in the students’ feedback, the activity had also drawbacks. One of them was the number of participants. A bigger number of students could have given us an even wider picture on how Gamification can improve the students’ motivation. Nevertheless, this was just a pilot study. The results obtained in this preliminary study will enable the researcher to fix any problem or issue that may have occurred during its confection or procedure.

In the future it would also be interesting to test this model of Gamification with other languages to check if this kind of activity could be transferable. A quick survey looking at six different books (two books to teach Italian ( Nuovo Espresso and Foundations Italian 2 , two books to teach English ( Headway and Face2Face ) and two books to teach Spanish ( Living Language Spanish and Foundations Spanish 2 ) showed that the topic in itself is widely taught in these languages.

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  • 1 https://www.jotform.com/pdf-editor/202983058539061?template=1 .

APPENDIX I - Questionnaires

case study in portuguese language

APPENDIX II - Certificate

case study in portuguese language

Publication Dates

  • Publication in this collection 18 Nov 2020
  • Date of issue Sep-Dec 2020
  • Received 31 Dec 2019
  • Accepted 26 Oct 2020

Creative Common - by 4.0

  • https://orcid.org/0000-0002-4923-2756

SCIMAGO INSTITUTIONS RANKINGS

  • Figures (11)

FIGURE 1   Educational Gamification Five Step Model, picture taken from Figueroa-Flores (2015 FIGUEROA-FLORES, J. F. Using Gamification to Enhance Second Language Learning. Digital Education Review, [S.l.], v. 21, n. 27, p. 32-54 jun. 2015. Available on: Available on: https://files.eric.ed.gov/fulltext/EJ1065005.pdf . Retrieved at: Nov. 15th, 2020. https://files.eric.ed.gov/fulltext/EJ106... )

case study in portuguese language

FIGURE 2   Screenshot of the first page of the website

case study in portuguese language

FIGURE 3   Screenshots of the first page of the website

case study in portuguese language

FIGURE 4   Screenshot of the page Quem Somos.

case study in portuguese language

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Gamifying Portuguese Language Learning: A Case Study Examining a Quest-Based Website to Prompt Oral Production and Interaction in Learners of Portuguese L2 Translated title: Gamificando a aprendizagem linguística de português: estudo de caso que examina um site com uma atividade baseada em missões para promover a produção e interação entre alunos de português L2

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ABSTRACT One of the major challenges when teaching second language learners is to maintain them motivated and eager to learn and work on the proposed activity. The literature showed that a combination of social constructivism and technology-integrated learning is crucial for achieving the goals set by modern educational objectives. However, in order to have a robust response from students, one should take into account the psychological aspect of intrinsic and extrinsic motivation. This paper proposes a gamified activity in Portuguese L2 that aims to intensify the students’ motivation. Ten undergraduate students participated in this study. Their responses show that novel studies based on awards and gamification can boost the students’ motivation when learning Portuguese.

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RESUMO Um dos maiores desafios ao ensinar alunos de segunda língua é mantê-los motivados a trabalhar em uma atividade nova. A literatura mostrou-nos que a combinação de construtivismo social e aprendizado integrado à tecnologia é crucial para alcançar os objetivos estabelecidos pelos objetivos educacionais modernos. No entanto, para obter uma resposta robusta dos alunos, deve-se levar em consideração o aspecto psicológico da motivação intrínseca e extrínseca. Este artigo propõe uma atividade gamificada que visa intensificar a motivação dos alunos. Dez estudantes de graduação participaram deste estudo. As suas respostas mostram que estudos baseados em prêmios e gamificação podem aumentar a motivação ao aprender português.

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Gamifying Portuguese Language Learning: A Case Study Examining a Quest-Based Website to Prompt Oral Production and Interaction in Learners of Portuguese L2

ABSTRACT One of the major challenges when teaching second language learners is to maintain them motivated and eager to learn and work on the proposed activity. The literature showed that a combination of social constructivism and technology-integrated learning is crucial for achieving the goals set by modern educational objectives. However, in order to have a robust response from students, one should take into account the psychological aspect of intrinsic and extrinsic motivation. This paper proposes a gamified activity in Portuguese L2 that aims to intensify the students’ motivation. Ten undergraduate students participated in this study. Their responses show that novel studies based on awards and gamification can boost the students’ motivation when learning Portuguese.

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Sentiment analysis is an area of study that aims to develop computational methods and tools to extract and classify the opinions and emotions expressed by people on social networks, blogs, forums, online shoppings, and others. A lot of research has been developed addressing opinions expressed in the English language. However, studies involving the Portuguese language still need to be advanced to make better use of the specificities of the language. This paper aims to survey the efforts made specifically to address sentiment analysis in the Portuguese language. It categorizes and describes state of the art works involving approaches to each of the tasks of sentiment analysis, as well as supporting language resources such as natural language processing tools, lexicons, corpora, ontologies, and datasets.

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Gamifying Portuguese Language Learning: A Case Study Examining a Quest-Based Website to Prompt Oral Production and Interaction in Learners of Portuguese L2

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case study in portuguese language

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case study in portuguese language

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Case study research on language learning and use.

Published online by Cambridge University Press:  22 December 2014

Case study research has played a very important role in applied linguistics since the field was established, particularly in studies of language teaching, learning, and use. The case in such studies generally has been a person (e.g., a teacher, learner, speaker, writer, or interlocutor) or a small number of individuals on their own or in a group (e.g., a family, a class, a work team, or a community of practice). The cases are normally studied in depth in order to provide an understanding of individuals’ experiences, issues, insights, developmental pathways, or performance within a particular linguistic, social, or educational context. Rather than discuss constructs, hypotheses, and findings in terms of statistical patterns or trends derived from a larger sample or survey of a population of language learners, as in some quantitative research, a qualitative case study of a person presents a contextualized human profile. Case study has contributed substantially to theory development, generating new perspectives or offering a refutation or refinement of earlier theories in applied linguistics by analyzing linguistic, cultural, and social phenomena associated with children, adolescents, young adults, and older adults.

In recent years, the purview of case studies in applied linguistics has expanded to include many previously underrepresented topics, linguistic situations, theoretical perspectives, and populations. This article provides an overview of some traditional areas of coverage and then newer foci in terms of methodology, thematic areas, and findings pertaining to language learners in transnational, multilingual, and diaspora contexts especially.

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Duff , P. A. ( 2008 a). Case study research in applied linguistics . New York, NY : Erlbaum/Taylor & Francis .

This book focuses on case studies in applied linguistics research dealing with language learners (since the volume is in a series on research methods in second language acquisition). Providing first an in-depth analysis and discussion of a Cambodian learner's English development, followed by a methodological overview of the history and development of case study research, the book then surveys representative L2 case studies across a wide range of topics, contexts, and age groups. Themes, issues, priorities, principles, and strategies for conducting and reporting on case studies in our field are identified.

Dyson , A. H. , & Genishi , C. ( 2005 ). On the case: Approaches to language and literacy research . New York, NY : Teachers College Press .

This very accessible book is part of a series of research methods texts commissioned by the U.S. National Conference on Research in Language and Literacy designed specifically for graduate students planning to undertake qualitative research in language and literacy education. Detailed examples reflect the authors’ own primary interests and extensive research in the social, cultural, and linguistic practice of literacy and its development in early childhood in elementary school classrooms in the United States. Principles and strategies are provided for framing and addressing research questions, negotiating access to research sites (and individuals), and generating, analyzing, and interpreting data. The final chapter deals with generalization in case studies. The book provides a solid foundation for those wishing to conduct school-based case studies on literacy.

Yin , R. K. ( 2014 ). Case study research: Design and methods ( 5th ed. ). Los Angeles, CA : Sage .

Now in its fifth edition some 30 years after its first publication, Yin's book has become a classic in interdisciplinary case study research. Its coverage extends well beyond education, with examples sprinkled throughout the book from sociology, comparative politics, health sciences, business and industry, and criminology. Appendices provide an in-depth discussion of case studies in psychology and evaluation. The book includes some welcome updates: additional case studies and reviews of new case study methodology studies and overviews, seven tutorials, a discussion of ethics, a glossary, and a better format and presentation than earlier editions. Yin, who earned his doctorate in experimental psychology, takes a decidedly more realist and positivist orientation to case study than Duff (2008a) and Dyson and Genishi (2005) do, thus readers will encounter much more terminology typically associated with quantitative research (e.g., reliability , validity , hypotheses , causal explanations , chains of evidence , and replication logic ). It is nevertheless a helpful resource for many case study researchers and this edition includes more interpretive work.

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The Geopolitics of the Portuguese Language: Knowledge and Influence

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Languages play a key role in the creation and diffusion of knowledge. The role of English as a lingua franca for scientists and researchers has been widely acknowledged and sometimes blamed for eclipsing other languages. (Swales, World Englishes 16:373–382, 1997) labeled English as the language tyrannosaura . This chapter analyzes the challenges for the Portuguese language to establish its role as a language of knowledge, despite its predicted rise of the number of speakers as a mother tongue. The recent expansion in research and scholarly output in Portuguese-speaking countries is compared with the language of choice for its diffusion in both traditional and internet-based vehicles. It concludes that, without appropriate incentives and the build-up of a common market for knowledge through the geographically dispersed Lusophone community, the role of Portuguese as a language of science will lag behind its overall presence as a language currently shared by about 260 million native speakers.

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Esperança, J.P. (2023). The Geopolitics of the Portuguese Language: Knowledge and Influence. In: Duarte, P.A.B., Albuquerque, R., Tavares, A.M.L. (eds) Portugal and the Lusophone World. Palgrave Macmillan, Singapore. https://doi.org/10.1007/978-981-99-0455-6_20

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Language Learning and Intercultural Communicative Competence: An Action Research Case Study of Learners of Portuguese☆

  • P. Mitchell , L. A. Pardinho , +1 author L. V. Meshkov
  • Published 22 August 2015
  • Education, Linguistics
  • Procedia - Social and Behavioral Sciences

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Optimizing sentiment analysis models for customer support: methodology and case study in the portuguese retail sector.

case study in portuguese language

1. Introduction

2. methodology, 2.1. naive bayes, 2.2. logistic regression, 2.3. multinomial logistic regression, 2.4. ordinal regression models, 2.5. proportional odds model, 2.6. multinomial logistic versus ordinal regression, 2.7. support vector machines, 2.8. random forests, 2.9. an overview of xgboost, 2.10. comparison between random forests and xgboost, 2.11. performance metrics and validation techniques, 3. dataset and its preparation for analytics, 3.1. dataset description, 3.2. data cleaning procedure.

“Bom dia,\ngostaria de saber quando terão cadeiras, novamente, disponiveis.\nMuito obrigada!\n https://www.continente.pt/produto/cadeira-echair-confort-kasa-284190.html\n\nMelhores cumprimentos,\n\nMaria Silva, \n\nDe: Continente \nEnviado: 25 de setembro de 2021 12:06 \nPara: Maria Silva \nAssunto: Confirmação de Encomenda\n\n”
“Good morning,\nI would like to know when you will have chairs available again.\nThank you very much!\n https://www.continente.pt/produto/cadeira-echair-confort-kasa-284190.html\n Best regards,\nMaria Silva, \n\nFrom: Continente \nSent: September 25, 2021 12:06 \n\nTo: Maria Silva \nSubject: Order Confirmation\n\n”
“Bom dia, gostaria de saber quando terão estas cadeiras, novamente, disponiveis. Muito obrigada! https://www.continente.pt/produto/cadeira-echair-confort-kasa-284190.html Melhores cumprimentos, Maria Silva, —- De: Continente < > Enviado: 25 de setembro de 2021 12:06 Para: Maria Silva < > Assunto: Confirmação de Encomenda”
“Good morning, I would like to know when you will have these chairs available again. Thank you very much! https://www.continente.pt/produto/cadeira-echair-confort-kasa-284190.html Best regards, Maria Silva, —- From: Continente < > Sent: September 25, 2021 12:06 To: Maria Silva < > Subject: Order Confirmation”
“bom dia gostaria de saber quando terão estas cadeiras novamente disponiveis. muito obrigada! melhores cumprimentos Maria Silva de continente enviado de setembro de para maria silva assunto confirmação de encomenda”
“good morning i would like to know when you will have these chairs available again. thank you very much! best regards maria silva from continente sent september to maria silva subject order confirmation”
“bom dia gostaria de saber quando terão estas cadeiras novamente disponiveis. muito obrigada! melhores cumprimentos maria silva ”
“good morning i would like to know when you will have these chairs available again. thank you very much! best regards maria silva ”
“bom dia gostaria de saber quando terão estas cadeiras novamente disponiveis. muito obrigada! melhores cumprimentos maria silva”
“good morning i would like to know when you will have these chairs available again. thank you very much! best regards maria silva”
“bom dia gostaria de saber quando terao estas cadeiras novamente disponiveis muito obrigada! melhores cumprimentos maria silva”
“good morning i would like to know when you will have these chairs available again thank you very much! best regards maria silva”
“gostaria de saber quando terao estas cadeiras novamente disponiveis muito obrigada! melhores cumprimentos maria silva”
“i would like to know when you will have these chairs available again thank you very much! best regards maria silva”
“gostaria saber terao cadeiras novamente disponiveis obrigada! melhores cumprimentos maria silva”
“would like know will have chairs available again thank you! best regards maria silva”
“gost sab ter cade nov disponi obrigada! melhor cumpr mar silv”
“like know have chair avail thank you! best regards mar silv”
“O valor da encomenda nº 000000000 (5 July 2021) foi debitado duas vezes no meu cartão crédito. Fiz o pagamento através do MB Way. Peço a resolução desta situação com a maior brevidade.
_________________________________________________________
Nova reclamação recebida
Olá, o Portal da Queixa rececionou uma reclamação por parte de um utilizador dirigida à marca Continente e que contém dados pessoais do(a) reclamante que recolhemos nos termos da nossa Política de Privacidade e Proteção de Dados
portaldaqueixa.com
_________________________________________________________
Continente - Valor de encomenda online debitado duas vezes
Reclamação #00000000 em 2021-07-07 18:44:52”
“The amount of order nº 000000000 (5 July 2021) was charged twice on my credit card. I made the payment via MB Way. I ask for the resolution of this situation as soon as possible.
_________________________________________________________
New complaint received
Hello, our website received a complaint from a user addressed to the brand Continente containing personal data of the complainant collected under our Privacy and Data Protection Policy
portaldaqueixa.com
_________________________________________________________
Continente - Online order amount charged twice
Complaint #00000000 on 2021-07-07 18:44:52”
“valor encomenda debitado duas vezes cartao credito fiz pagamento atraves mb way peco resolucao desta situacao maior brevidade”
“order amount charged twice credit card made payment via mb way ask resolution this situation as soon as possible”

3.3. Feature Extraction

  • Feature 1: Number of words (NW)
  • Feature 2: Number of letters (NL)
  • Feature 3: Number of vowels (NV)
  • Feature 4: Lexical diversity (LD)
  • Feature 5: Sentiment score (SS)
  • Feature 6: Positive score (PS) and negative score (NS)
  • Feature 7: Number of adjectives (NA)

3.4. Text to Number Conversion

3.5. techniques for addressing class imbalance.

  • Oversampling:
  • Undersampling:
  • Hybrid method:
  • Class weight adjustment:

3.6. Utilization of N-gram Analysis for Sentiment Decoding in Retail

4. empirical evaluation and discourse, 4.1. methodology overview.

  • [Traditional ML models] NB, RF, and XGBoost were chosen for their established reliability in text classification tasks.
  • [Advanced regression models] MLR and OR were employed to effectively address the ordered nature of sentiment classes.
  • [Pre-configured NLP models] TextBlob , Vader , and Twitter Roberta were included to assess the effectiveness of models pre-trained on extensive diverse datasets, primarily in English.

4.2. Fine-Tuning and Feature Augmentation

4.3. evaluating pre-trained english models.

  • [Validation of sample translations] A subset of translations was manually checked to ensure that the translated text retained the original sentiment and meaning.
  • [Contextual adjustments] Where necessary, contextual knowledge was applied to adjust translations that might be literally correct but contextually inappropriate, especially in the case of idiomatic expressions.
  • [Consistency checks] Consistency across translations was ensured by checking the outputs for commonly recurring phrases and terms, adjusting the translation model parameters when discrepancies were found.

5. Conclusions and Discussion

Author contributions, data availability statement, acknowledgments, conflicts of interest.

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Predicted PositivePredicted Negative
Observed PositiveTPFN
Observed NegativeFPTN
ComplimentIRSRComplaintSuggestionRecord Count
Very Positive33.3%12.5%20.8%0.0%0.0%24
Positive9.8%29.4%50.0%9.8%1.0%102
Neutral0.2%14.9%78.4%6.1%0.4%35,412
Negative0.0%9.2%75.5%14.8%0.5%8964
Very Negative0.0%11.5%64.5%23.4%0.6%496
ContinenteEntrega (Delivery)ir (go)muito (very)degosto (I like)ao (to)
1010111
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Share and Cite

Almeida, C.; Castro, C.; Leiva, V.; Braga, A.C.; Freitas, A. Optimizing Sentiment Analysis Models for Customer Support: Methodology and Case Study in the Portuguese Retail Sector. J. Theor. Appl. Electron. Commer. Res. 2024 , 19 , 1493-1516. https://doi.org/10.3390/jtaer19020074

Almeida C, Castro C, Leiva V, Braga AC, Freitas A. Optimizing Sentiment Analysis Models for Customer Support: Methodology and Case Study in the Portuguese Retail Sector. Journal of Theoretical and Applied Electronic Commerce Research . 2024; 19(2):1493-1516. https://doi.org/10.3390/jtaer19020074

Almeida, Catarina, Cecilia Castro, Víctor Leiva, Ana Cristina Braga, and Ana Freitas. 2024. "Optimizing Sentiment Analysis Models for Customer Support: Methodology and Case Study in the Portuguese Retail Sector" Journal of Theoretical and Applied Electronic Commerce Research 19, no. 2: 1493-1516. https://doi.org/10.3390/jtaer19020074

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case study in portuguese language

Gender Bias Detection in Court Decisions: A Brazilian Case Study

  • Benatti, Raysa
  • Severi, Fabiana
  • Avila, Sandra
  • Luna Colombini, Esther

Data derived from the realm of the social sciences is often produced in digital text form, which motivates its use as a source for natural language processing methods. Researchers and practitioners have developed and relied on artificial intelligence techniques to collect, process, and analyze documents in the legal field, especially for tasks such as text summarization and classification. While increasing procedural efficiency is often the primary motivation behind natural language processing in the field, several works have proposed solutions for human rights-related issues, such as assessment of public policy and institutional social settings. One such issue is the presence of gender biases in court decisions, which has been largely studied in social sciences fields; biased institutional responses to gender-based violence are a violation of international human rights dispositions since they prevent gender minorities from accessing rights and hamper their dignity. Natural language processing-based approaches can help detect these biases on a larger scale. Still, the development and use of such tools require researchers and practitioners to be mindful of legal and ethical aspects concerning data sharing and use, reproducibility, domain expertise, and value-charged choices. In this work, we (a) present an experimental framework developed to automatically detect gender biases in court decisions issued in Brazilian Portuguese and (b) describe and elaborate on features we identify to be critical in such a technology, given its proposed use as a support tool for research and assessment of court~activity.

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Computer Science > Computation and Language

Title: rag vs fine-tuning: pipelines, tradeoffs, and a case study on agriculture.

Abstract: There are two common ways in which developers are incorporating proprietary and domain-specific data when building applications of Large Language Models (LLMs): Retrieval-Augmented Generation (RAG) and Fine-Tuning. RAG augments the prompt with the external data, while fine-Tuning incorporates the additional knowledge into the model itself. However, the pros and cons of both approaches are not well understood. In this paper, we propose a pipeline for fine-tuning and RAG, and present the tradeoffs of both for multiple popular LLMs, including Llama2-13B, GPT-3.5, and GPT-4. Our pipeline consists of multiple stages, including extracting information from PDFs, generating questions and answers, using them for fine-tuning, and leveraging GPT-4 for evaluating the results. We propose metrics to assess the performance of different stages of the RAG and fine-Tuning pipeline. We conduct an in-depth study on an agricultural dataset. Agriculture as an industry has not seen much penetration of AI, and we study a potentially disruptive application - what if we could provide location-specific insights to a farmer? Our results show the effectiveness of our dataset generation pipeline in capturing geographic-specific knowledge, and the quantitative and qualitative benefits of RAG and fine-tuning. We see an accuracy increase of over 6 p.p. when fine-tuning the model and this is cumulative with RAG, which increases accuracy by 5 p.p. further. In one particular experiment, we also demonstrate that the fine-tuned model leverages information from across geographies to answer specific questions, increasing answer similarity from 47% to 72%. Overall, the results point to how systems built using LLMs can be adapted to respond and incorporate knowledge across a dimension that is critical for a specific industry, paving the way for further applications of LLMs in other industrial domains.
Subjects: Computation and Language (cs.CL); Machine Learning (cs.LG)
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Adaptations to nitrogen availability drive ecological divergence of chemosynthetic symbionts

The importance of nitrogen availability in driving the ecological diversification of chemosynthetic symbiont species and the role that bacterial symbionts may play in the adaptation of marine organisms to changing environmental conditions.

Image credit: pgen.1011295

Adaptations to nitrogen availability drive ecological divergence of chemosynthetic symbionts

Paramutation at the maize pl1 locus is associated with RdDM activity at distal tandem repeats

pl1 paramutation depends on trans-chromosomal RNA-directed DNA methylation operating at a discrete cis-linked and copy-number-dependent transcriptional regulatory element.

Image credit: pgen.1011296

Paramutation at the maize pl1 locus is associated with RdDM activity at distal tandem repeats

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Genomic analyses of Symbiomonas scintillans show no evidence for endosymbiotic bacteria but does reveal the presence of giant viruses

A multi-gene tree showed the three SsV genome types branched within highly supported clades with each of BpV2, OlVs, and MpVs, respectively.

Genomic analyses of Symbiomonas scintillans show no evidence for endosymbiotic bacteria but does reveal the presence of giant viruses

Image credit: pgen.1011218

A natural bacterial pathogen of C . elegans uses a small RNA to induce transgenerational inheritance of learned avoidance

A mechanism of learning and remembering pathogen avoidance likely happens in the wild. 

A natural bacterial pathogen of C. elegans uses a small RNA to induce transgenerational inheritance of learned avoidance

Image credit: pgen.1011178

Spoink , a LTR retrotransposon, invaded D. melanogaster populations in the 1990s

Evidence of Spoink retrotransposon's horizontal transfer into D. melanogaster populations post-1993, suggesting its origin from D.willistoni .

Spoink, a LTR retrotransposon, invaded D. melanogaster populations in the 1990s

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Comparison of clinical geneticist and computer visual attention in assessing genetic conditions

Understanding AI, specifically Deep Learning, in facial diagnostics for genetic conditions can enhance the design and utilization of AI tools.

Comparison of clinical geneticist and computer visual attention in assessing genetic conditions

Image credit: pgen.1011168

Maintenance of proteostasis by Drosophila Rer1 is essential for competitive cell survival and Myc-driven overgrowth

Loss of Rer1 induces proteotoxic stress, leading to cell competition and elimination ...

Maintenance of proteostasis by Drosophila Rer1 is essential for competitive cell survival and Myc-driven overgrowth

Image credit: pgen.1011171

Anthracyclines induce cardiotoxicity through a shared gene expression response signature

TOP2i induce thousands of shared gene expression changes in cardiomyocytes.

Anthracyclines induce cardiotoxicity through a shared gene expression response signature

Image credit: pgen.1011164

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IMAGES

  1. (PDF) Lessons learned from a Portuguese case study

    case study in portuguese language

  2. (PDF) A Case Study of Portuguese and English Bilinguality

    case study in portuguese language

  3. PPT

    case study in portuguese language

  4. LUSA

    case study in portuguese language

  5. (PDF) Reading and writing in higher education: A Portuguese case study

    case study in portuguese language

  6. (PDF) Frequency effects in language acquisition: a case study of plural

    case study in portuguese language

VIDEO

  1. Conversations in Portuguese 🇵🇹 Episódio 1 #europeanportuguese

  2. a week of studying Portuguese 🇧🇷 my fav resources, choosing an accent, study plan

  3. Nacionalidades

  4. SUPER common expressions in Portuguese that you need to know! #easyportuguese

  5. Why study Portuguese?

  6. Why Study Portuguese at Northwestern University?

COMMENTS

  1. Event Extraction and Representation: A Case Study for the Portuguese

    Text information extraction is an important natural language processing (NLP) task, which aims to automatically identify, extract, and represent information from text. In this context, event extraction plays a relevant role, allowing actions, agents, objects, places, and time periods to be identified and represented. The extracted information can be represented by specialized ontologies ...

  2. SciELO

    The participants in this study are undergraduate students attending the Portuguese lessons at the University of Surrey (see 2.1 for a detailed description of the subjects in this study). The students were highly motivated to learn Portuguese since they selected to learn Portuguese from a pool of 11 languages offered.

  3. PDF The Logical Problem of Language Change: a Case Study of European Portuguese

    1.1 The population approach. This paper presents a computational approach to the interaction of two important cognitive phenomena: language learning and language change. The first, language learning, occurs at the level of the individual — children acquire the language (grammar) of their caretakers, a cognitive ability that has been broadly ...

  4. Current Perspectives in the Multilingual EFL Classroom: A Portuguese Case

    in effective real-life language use in which different communicative strategies are employed. Research Questions This study focuses on the Portuguese ELT context, more specifically on Primary Education (1st cycle, Years 1-4; 2nd cycle, Years 5-6; 3rd cycle, Years 7-9) and Secondary Education (Years 10-12).

  5. Teaching in multilingual classrooms: strategies from a case study in

    This study examined teaching practices developed by teachers to respond to linguistic diversity in a Portuguese case study. We analysed the position that students' languages received in the ...

  6. Current Perspectives in the Multilingual EFL Classroom: A Portuguese

    The aim of this study is to take into consideration teachers' and learners' (teen and young) awareness and attitudes towards English language teaching, learning and use, within a growing multilingual and multicultural educational context in Portuguese state schools.

  7. PDF Case Study: Portuguese

    Case Study: Portuguese A pluricultural and pluricentric language collaboration Thanks to Dr Ana Souza (Federal University of Goiás and University of Brasília, Brazil / Oxford Brookes ... use of the Portuguese language. The 1960s marked a decade of significant presence of Portuguese migrants in the UK, which led groups of Portuguese parents to ...

  8. Gamifying Portuguese Language Learning: A Case Study ...

    Request PDF | Gamifying Portuguese Language Learning: A Case Study Examining a Quest-Based Website to Prompt Oral Production and Interaction in Learners of Portuguese L2 Gamificando a aprendizagem ...

  9. Gamifying Portuguese Language Learning: A Case Study ...

    Gamifying Portuguese Language Learning: A Case Study Examining a Quest-Based Website to Prompt Oral Production and Interaction in Learners of Portuguese L2 Translated title: Gamificando a aprendizagem linguística de português: estudo de caso que examina um site com uma atividade baseada em missões para promover a produção e interação entre alunos de português L2

  10. Teaching in multilingual classrooms: strategies from a case study in

    ABSTRACT: This study examined teaching practices developed by teachers to respond to linguistic diversity in a Portuguese case study. We analysed the position that students' languages received in the classroom, and what these practices revealed about teachers' awareness of multilingual pedagogies, a step to social justice.

  11. Gamifying Portuguese Language Learning: A Case Study ...

    ABSTRACT One of the major challenges when teaching second language learners is to maintain them motivated and eager to learn and work on the proposed activity. The literature showed that a combination of social constructivism and technology-integrated learning is crucial for achieving the goals set by modern educational objectives. However, in order to have a robust response from students, one ...

  12. [PDF] Gamifying Portuguese Language Learning: A Case Study Examining a

    Responses to the proposed gamified activity show that novel studies based on awards and gamification can boost the students' motivation when learning Portuguese. One of the major challenges when teaching second language learners is to maintain them motivated and eager to learn and work on the proposed activity. The literature showed that a combination of social constructivism and technology ...

  13. PDF Para Todes: A Case Study on Portuguese and Gender-Neutrality

    the case for many languages, those most pertinent to this work being Portuguese, Spanish, and Catalan, but also including languages such as German and French. Grammatical gender in Portuguese It is important, at this point, to touch briefly upon the Portuguese grammatical gender and grammatical structure. As noted above, all

  14. Language Learning and Intercultural Communicative ...

    This paper is the intermediary report of an ongoing case study into the learning of a new foreign language (Portuguese) from beginner's level by first-year students at the Faculty of Foreign Languages, National Research Tomsk State University. ... An Action Research Case Study of Learners of Portuguese Peter J. Mitchella,*, Luciano Aguiar ...

  15. A survey of sentiment analysis in the Portuguese language

    However, studies involving the Portuguese language still need to be advanced to make better use of the specificities of the language. This paper aims to survey the efforts made specifically to address sentiment analysis in the Portuguese language. ... Tracking sentiment evolution on user-generated content: a case study on the Brazilian ...

  16. (PDF) Gamifying Portuguese Language Learning: A Case Study Examining a

    Learning a new language is important in contemporary life and a goal for teachers and students, but learning is not always fun and students may lose the motivation for learning. new techniques and strategies have been provided to help motivate foreign language learners. one of those tools is the use of gamification, specifically the platform "hot potatoes". the main objective of this ...

  17. Foreign Students' Attitudes in Portuguese Language Classrooms. A Case

    In Portugal's monolingual school system, foreign students are expected to succeed just like Portuguese native students, despite their linguistic and cultural needs and differences. This study characterized the attitudes and motivation of four 9th grade foreign students toward Portuguese and English language classrooms in two Portuguese public schools, noting the affective and motivational ...

  18. A Case Study of Chinese University Students' Portuguese Learning

    A longitudinal case study of Chinese international students' language learning strategies in Thailand. Journal of Guangxi Institute of Education, (01), 117-123. Show more

  19. Case Study Research on Language Learning and Use

    The book provides a solid foundation for those wishing to conduct school-based case studies on literacy. Yin, R. K. (2014). Case study research: Design and methods (5th ed.). Los Angeles, CA: Sage. Now in its fifth edition some 30 years after its first publication, Yin's book has become a classic in interdisciplinary case study research.

  20. From the Far East to the Far West. Portuguese Discourse on Translation

    on the basis of a case study: the preface by the Portuguese symbolist poet Camilo Pessanha (1867-1926) to his direct translation from Chinese into Portuguese of eight ... Portuguese language to the newly encountered peoples in China and Japan as a manifesta-tion of the non-material power of the Portuguese empire; on the other hand, the ...

  21. The Geopolitics of the Portuguese Language: Knowledge and ...

    Rajagopalan ( 2008) explores the importance of the Portuguese language in shaping the cultural identity of Brazil and the capability of building a unified country sharing a border with 10 countries. Paasi ( 1999) discusses the case of Finland to illustrate the geopolitical implications of borders in an evolving context.

  22. [PDF] Language Learning and Intercultural ...

    @article{Mitchell2015LanguageLA, title={Language Learning and Intercultural Communicative Competence: An Action Research Case Study of Learners of Portuguese☆}, author={Peter J. Mitchell and Luciano Aguiar Pardinho and Nataliya N. Yermakova-Aguiar and Lev V. Meshkov}, journal={Procedia - Social and Behavioral Sciences}, year={2015}, volume ...

  23. case study

    Many translated example sentences containing "case study" - Portuguese-English dictionary and search engine for Portuguese translations. Look up in Linguee; Suggest as a translation of "case study" ... criteria from the case-study scales to regional scales; and, (4) demonstration of the methodology and mapping of groundwater protection zoning ...

  24. JTAER

    Sentiment analysis is a cornerstone of natural language processing. However, it presents formidable challenges due to the intricacies of lexical diversity, complex linguistic structures, and the subtleties of context dependence. This study introduces a bespoke and integrated approach to analyzing customer sentiment, with a particular emphasis on a case study in the Portuguese retail market.

  25. Learn Portuguese

    Case Western Reserve University. Guilford House. 11112 Bellflower Road. Cleveland, Ohio 44106. 216.368.3071. Site Feedback

  26. Gender Bias Detection in Court Decisions: A Brazilian Case Study

    Data derived from the realm of the social sciences is often produced in digital text form, which motivates its use as a source for natural language processing methods. Researchers and practitioners have developed and relied on artificial intelligence techniques to collect, process, and analyze documents in the legal field, especially for tasks such as text summarization and classification.

  27. [2401.08406] RAG vs Fine-tuning: Pipelines, Tradeoffs, and a Case Study

    There are two common ways in which developers are incorporating proprietary and domain-specific data when building applications of Large Language Models (LLMs): Retrieval-Augmented Generation (RAG) and Fine-Tuning. RAG augments the prompt with the external data, while fine-Tuning incorporates the additional knowledge into the model itself. However, the pros and cons of both approaches are not ...

  28. PLOS Genetics

    Submit your Lab and Study Protocols to PLOS ONE! PLOS ONE is now accepting submissions of Lab Protocols, a peer-reviewed article collaboration with protocols.io, ... (ShanghaiTech University) joined the editorial board and Xiaofeng Zhu (Case Western Reserve University) was promoted as new Section Editors for the PLOS Genetics Methods section.