This document discusses gamifying Irish language learning using the Duolingo app. It defines gamification as using game design elements in non-game contexts to increase engagement. The document explains how Duolingo uses elements like achievements, avatars, and leaderboards linked to competence, autonomy, and relatedness as per self-determination theory to motivate learning. It analyzes how Duolingo incorporates 11 of 16 common game elements and has been successful with over 100 million users due to its accessibility and gamified social learning approach.