Results 11 to 20 of about 10,153 (150)
Avaliação de gamificação: um estudo de caso no Duolingo apoiado pelo framework GAMIEFECTS
Este artigo apresenta o relato de uma avaliação de gamificação na plataforma Duolingo apoiado pelo GAMIEFECTS, um framework composto por cinco dimensões cuja finalidade é apoiar a construção de avaliações de gamificação para contextos educacionais.
Wendel Souto Reinheimer +1 more
doaj +1 more source
POSTECH Submission on Duolingo Shared Task [PDF]
In this paper, we propose a transfer learning based simultaneous translation model by extending BART. We pre-trained BART with Korean Wikipedia and a Korean news dataset, and fine-tuned with an additional web-crawled parallel corpus and the 2020 Duolingo official training dataset.
Junsu Park +2 more
openaire +1 more source
Learning English Through Duolingo: Narrating Students’ Experience During Covid-19 Pandemic Time
This study aims to narrate students experience during learning English in COVID-19 pandemic particularly by using Duolingo as a self-learning. Semi-structured interview is used to collect the data.
Umi Nada Nadhifah, Dewi Puspitasari
doaj +1 more source
AUTONOMOUS MOBILE-ASSISTED LANGUAGE LEARNING FOR YOUNG LEARNERS USING DUOLINGO
Learning English through Mobile-Assisted Language Learning (MALL) platforms has become a demand in English for Foreign (EFL) and English for Second Language (ESL) learners globally, and one of the platforms is Duolingo.
Nurul Annisa Saraswati +2 more
doaj +1 more source
TEACHING LISTENING USING DUOLINGO APPLICATION [PDF]
Listening is one of the language skills that quite difficult to master. Listening to more attention and more concentration is needed than any other skill. Listening is different from hearing. Hearing refers to the ear that the voice enters. Physically process, depending on whether they have a hearing problem, which happens automatically.
LIDYA MALDINI PUTRI, AULIA ISLAMIATI
openaire +1 more source
Gamification is considered as a strategy to involve students in solving problems related to learning English, rather than playing games. Duolingo, an application that uses gamification, is suitable for junior high school students as a formal classroom ...
Umniyah Juman Rosyidah +2 more
doaj +1 more source
New trends in education: the use of ICT in different ways [PDF]
In the 21st century and due to the exponential growth of the Internet and Information and Communication Technologies (ICT), people live in a technological age, in all areas and in all contexts, we have daily contact with technology, with access to ...
Brigas, Carlos Jorge +3 more
core +1 more source
Duolingo for Schools: avaliando o uso de uma ferramenta com traços de gamificação no IFCE
Partindo do princípio de que a maioria dos alunos ainda não reconhece a importância de saber inglês nos dias atuais, o que contribui para a marginalização dessa disciplina em meio às demais do currículo, este projeto examinou a eficácia da tentativa de ...
Karlucy Farias de Sousa +2 more
doaj +1 more source
An analysis of winning streak's effects in language course of “Duolingo” * [PDF]
This paper explores the effects of the winning streak on users' motivation and engagement in Duolingo's language course. The winning streak has been used in sport and video games to describe a consecutive number of successful actions and increase players'
Huynh, Duy, Iida, Hiroyuki
core +2 more sources
Learning a foreign language is not so tedious and troublesome through the internet software to be the easiest platform, lots to avail and reach, such as Duolingo. Duolingo deliberately carry the concept of "playing while learning" to make it more fun and
Hermariyanti Kusumadewi
doaj +1 more source

