Using comic strips in the classroom can be a really effective tool for ESL learners. Personally I used the comic strip generator GoAnimate to create my ESL 30 second comic strip. I wasn't aware of this type of internet tool before and I was pretty fascinated by it. It was actually a lot of fun to create despite having your options limited by the free 30 second version. It was pretty clear to see the classroom and language implications that can be supported by such a feature. There are so many ways to use something like this in class. As a teacher you can get a subscription and make much longer comics that can be used to reinforce difficult lesson concepts or could potentially serve as the medium used to teach an aspect of the language. There are so many options of characters, backgrounds and motions available through the website that you could create a running theme that could be incorporated into every lesson as an assistant to the teacher during the entire semester or school year. The text to speech option makes it really very easy to have the characters say all kinds of vocabulary and produce all different types of grammar.
Using comic strips like this in the classroom can be very beneficial to student interest and motivation. I prefer to use the comic strip generator over the digital storytelling in the classroom because I think it is more involved and that the possibilities are greater than the story telling tool I reviewed in my earlier post. Although I think both tools have good implications for L2 classrooms, GoAnimate just allows you as a teacher to do so much more and create so many more scenarios for ESL learners.
Hello everyone! This is my blog it is where I'll be posting interesting ideas and thoughts about teaching ESL and language acquisition.
Showing posts with label technology. Show all posts
Showing posts with label technology. Show all posts
Monday, April 21, 2014
Friday, April 11, 2014
The Art of Digital Storytelling
There are many ways that digital storytelling can used for education, according to the article 7 Things You Should know About Digital Storytelling "Digital stories let students express themselves not only with their own words but also in their own voices, fostering a sense of individuality and of “owning” their creations" In an ESL classroom few things are more important than a student's voice and confidence in expressing his or her self in English. Digital Storytelling gives students the chance to express themselves in English in a low stress environment in a way that is interesting and fun as well. Digital Storytelling has some good implications for teachers as well. On the website Educational Uses of Digital Storytelling it says "Teacher-created digital stories may also be used to enhance current lessons within a larger unit, as a way to facilitate discussion about the topics presented a story and as a way of making abstract or conceptual content more understandable." Digital Storytelling is very versatile for use by both students and teachers .
As a teacher I can see the uses of Digital Storytelling in the classrooms. In my future classroom I think I would use Digital Storytelling as an out of class assignment where students could create a short story fact or fictional and telling using this medium and share it with the class. This is just one potential way I could see myself using this internet tool in a future ESL classroom. There are of course several more ways that we as modern educators can use this technology in our classrooms. The possibilities are only limited only by our own creativity and work.
Wednesday, March 19, 2014
Gamification: The Impact of Games on Learner's Motivation in the L2 Classroom
There are many innovative ways to impact student motivation in the L2 classroom. One interesting way to stimulate motivation in learning is through games. Gamification "is the application of game elements in non-gaming situations, often to motivate or influence behavior" (Educase, 2011). Through the increase in classroom technology it is becoming easier and more relevant to include games in school curriculum, particularly in L2 classrooms.
Gamification may seem abstract or even distracting for some classroom teachers, however, much can be said to rationalize the usage of games for second language learning. For starters "Gamification offers instructors numerous creative opportunities to enliven their instruction with contests, leader boards, or badges that give students opportunities for recognition and a positive attitude toward their work" (Educase, 2011). In language learning it is often quite common for shy students to fall behind, not because of some type of cognitive dysfunction but due to their shy and introverted personalities. This is an area in which games can be very useful in second language classrooms: "Gamification has the potential to help build connections among members of the academic community, drawing in shy students, supporting collaboration, and engendering interest in course content that students might not have otherwise explored" (Educase, 2011).
The game Phantasy Quest is a game that has a lot of potential in an ESL classroom. I personally played the game once and found it to contain a wealth of new vocabulary for early intermediate speakers. The objective of the game is to click around the environment to rescue the girl and sail away. By clicking on different items throughout the environment and through the use of logical thinking the player is able to achieve small tasks and victories that build up on each other and lead to the eventual achievement of winning the game. As we learned from Tom Chatfield's TEDTalk: 7 Ways Games Reward the Brain there is great importance of multiple long and short term aims as a way to keep the learner or game player continually interested. The idea behind Phantasy Quest is to find missing puzzles pieces to unlock small achievements little by little until the final goal is reached.
There are many learning objectives that can be met through incorporation of this game. One significant learning objective is vocabulary, a teacher can easily set up a lesson plan that teaches nautical vocabulary, the game has many vocabulary words associated with water, beaches, and even piracy. The teacher can introduce worksheets and other traditional teaching methods to prepare the students for the vocabulary needed for the game.
Listening and speaking skills could also be strengthened through use of this game. For example the teacher could separate the class into small groups depending on the number of computers available. Each group member could have a role and different pieces to the walk-through. The goal of the game is for the students to use their listening and speaking skills to work together to complete the game, groups could also compete against each other and time. The teacher can serve as moderator, time keeper, and helper to the students.

To meet specific learning objects through games with out an abundance of computers is more challenging, however, it does not mean that it will not be useful. For example most modern classrooms have one computer with projection capabilities. The teacher could show the game on the projector and work through the process with the class. Through this platform the teacher could instill question and answer format learning objectives. Students could be separated into small groups, each group has the walk-through with various vocabulary words missing, they can offer their ideas for what to do next by "ringing-in" with their best idea for what to do next by utilizing the proper grammar and sentence structure. The teacher will move the character in accordance with the students explanation and see if it works. This is a good way to test if the learning objectives have been met; if the students complete the walk-through with the correct vocabulary and missing L2 information then the shipwrecked mate should be able to complete the necessary tasks.
The Phantasy Quest game uses a lot of logical and creative thinking in order to be successful. This is an excellent platform for students to get comfortable thinking logical and creatively in their L2. Whether this game is played in the classroom or outside of the classroom it is a very useful platform for a second language user to practice and learn English while staying motivated through a fun game.
Gamification may seem abstract or even distracting for some classroom teachers, however, much can be said to rationalize the usage of games for second language learning. For starters "Gamification offers instructors numerous creative opportunities to enliven their instruction with contests, leader boards, or badges that give students opportunities for recognition and a positive attitude toward their work" (Educase, 2011). In language learning it is often quite common for shy students to fall behind, not because of some type of cognitive dysfunction but due to their shy and introverted personalities. This is an area in which games can be very useful in second language classrooms: "Gamification has the potential to help build connections among members of the academic community, drawing in shy students, supporting collaboration, and engendering interest in course content that students might not have otherwise explored" (Educase, 2011).
The game Phantasy Quest is a game that has a lot of potential in an ESL classroom. I personally played the game once and found it to contain a wealth of new vocabulary for early intermediate speakers. The objective of the game is to click around the environment to rescue the girl and sail away. By clicking on different items throughout the environment and through the use of logical thinking the player is able to achieve small tasks and victories that build up on each other and lead to the eventual achievement of winning the game. As we learned from Tom Chatfield's TEDTalk: 7 Ways Games Reward the Brain there is great importance of multiple long and short term aims as a way to keep the learner or game player continually interested. The idea behind Phantasy Quest is to find missing puzzles pieces to unlock small achievements little by little until the final goal is reached.
There are many learning objectives that can be met through incorporation of this game. One significant learning objective is vocabulary, a teacher can easily set up a lesson plan that teaches nautical vocabulary, the game has many vocabulary words associated with water, beaches, and even piracy. The teacher can introduce worksheets and other traditional teaching methods to prepare the students for the vocabulary needed for the game.
Listening and speaking skills could also be strengthened through use of this game. For example the teacher could separate the class into small groups depending on the number of computers available. Each group member could have a role and different pieces to the walk-through. The goal of the game is for the students to use their listening and speaking skills to work together to complete the game, groups could also compete against each other and time. The teacher can serve as moderator, time keeper, and helper to the students.
To meet specific learning objects through games with out an abundance of computers is more challenging, however, it does not mean that it will not be useful. For example most modern classrooms have one computer with projection capabilities. The teacher could show the game on the projector and work through the process with the class. Through this platform the teacher could instill question and answer format learning objectives. Students could be separated into small groups, each group has the walk-through with various vocabulary words missing, they can offer their ideas for what to do next by "ringing-in" with their best idea for what to do next by utilizing the proper grammar and sentence structure. The teacher will move the character in accordance with the students explanation and see if it works. This is a good way to test if the learning objectives have been met; if the students complete the walk-through with the correct vocabulary and missing L2 information then the shipwrecked mate should be able to complete the necessary tasks.
The Phantasy Quest game uses a lot of logical and creative thinking in order to be successful. This is an excellent platform for students to get comfortable thinking logical and creatively in their L2. Whether this game is played in the classroom or outside of the classroom it is a very useful platform for a second language user to practice and learn English while staying motivated through a fun game.
Labels:
challenges,
ESL,
fun,
Games,
gamification,
innovation,
motivation,
technology
Monday, March 10, 2014
Twitterchat The Good The Bad and The Ugly
I joined twitter chat #edtechchat on Monday March 10 from 8-9pm after reading Lilliy Marshall's blog post: What is Twitter Chat and How Can it Help You in Fifteen Minutes or Less?
The Good:
There are several good aspects about Twitter Chat. It is an excellent place to connect with other educators and discuss ideas. Upon entering the chat it is clear that the main topic was about the blending online and face to face classrooms and their effect on learning. There were many questions proposed by the moderator that were well developed and thought provoking, this helped to guide the chat in a general direction. Users were able to share resources and ideas with each other in real time as well as answering relevant questions on interesting topics.
The Bad:
In addition to the good aspects of Twitter Chat there were some bad aspects as well. Mainly the speed at which the chat flows. I found that the chat I participated in moved very quickly, too quickly in fact. I found that I would read a question posted by the moderator and in the time it took me to think of an interesting and relevant response there were already 30+ responses, and by the time I got through reading the next 30 there were 50 more. This pace made it very difficult to follow and be involved with. This pace made it difficult to even read all of the questions asked by the moderator let alone answer them.
The Ugly:
The ugly refers to a few specific aspects, in particular the character limit and "troll" responses. The character limit for tweets makes it difficult to express your self with clarity to some rather deep and thought provoking questions. This results in several responses that are incomplete or appear to be disorganized. Also the use of abbreviations short hand is frequent and if you are not familiar with it it can be difficult to understand. For example I noticed the expression f2f come up in several responses and at first I was confused as to what it meant. After coming across it many more times in different contexts I was able to decipher its meaning as face to face. However in the time it took for me to figure this out I had already missed out on understanding many tweets and thus fell behind in the discussion. Finally by troll responses I refer to responses that are too short to mean anything or are way off topic and clutter the page with multiple tweets you must read through.
Overall I would say that it was a difficult and slightly confusing experience. I think some of that had to do with my own inexperience with twitter and Twitter Chat. Many of the tweeters in the chat expressed a great fondness for the chat and perhaps with more experience I will have better experiences in the future. I think that there is a high level of potential for sharing information and communication with other professionals but there are some formatting limits to the forum.
The Good:
There are several good aspects about Twitter Chat. It is an excellent place to connect with other educators and discuss ideas. Upon entering the chat it is clear that the main topic was about the blending online and face to face classrooms and their effect on learning. There were many questions proposed by the moderator that were well developed and thought provoking, this helped to guide the chat in a general direction. Users were able to share resources and ideas with each other in real time as well as answering relevant questions on interesting topics.
The Bad:
In addition to the good aspects of Twitter Chat there were some bad aspects as well. Mainly the speed at which the chat flows. I found that the chat I participated in moved very quickly, too quickly in fact. I found that I would read a question posted by the moderator and in the time it took me to think of an interesting and relevant response there were already 30+ responses, and by the time I got through reading the next 30 there were 50 more. This pace made it very difficult to follow and be involved with. This pace made it difficult to even read all of the questions asked by the moderator let alone answer them.
The Ugly:
The ugly refers to a few specific aspects, in particular the character limit and "troll" responses. The character limit for tweets makes it difficult to express your self with clarity to some rather deep and thought provoking questions. This results in several responses that are incomplete or appear to be disorganized. Also the use of abbreviations short hand is frequent and if you are not familiar with it it can be difficult to understand. For example I noticed the expression f2f come up in several responses and at first I was confused as to what it meant. After coming across it many more times in different contexts I was able to decipher its meaning as face to face. However in the time it took for me to figure this out I had already missed out on understanding many tweets and thus fell behind in the discussion. Finally by troll responses I refer to responses that are too short to mean anything or are way off topic and clutter the page with multiple tweets you must read through.
Overall I would say that it was a difficult and slightly confusing experience. I think some of that had to do with my own inexperience with twitter and Twitter Chat. Many of the tweeters in the chat expressed a great fondness for the chat and perhaps with more experience I will have better experiences in the future. I think that there is a high level of potential for sharing information and communication with other professionals but there are some formatting limits to the forum.
Friday, February 14, 2014
Effects of 21st Communications in the Classrooms
Technology continues to change the way we approach education as a society. The world is changing more rapidly now than ever, there is more information readily available than ever before. But does that mean people are smarter? Or that education is better? Not necessarily.
After observing the video Educational Change Challenge it is apparent that not all aspects of society are keeping up with the modern technological social changes that are taking place. It appears that while there have been many technological advancements in the age of computers, the overall approach to education has remained relatively stagnate. As advances in medicine, energy, and information sharing have stormed through the 21st century education remains locked in its "one size fits all" mentality. iPods and pads, computer rooms and tech savvy teenagers are a plenty in this modern age, however, the way we teach our students remains the same. After viewing this video it is apparent what is needed is a technological advancement in the overall approach to education in America. Educators need to have more freedom and creativity when creating lessons that are appropriate to all types of learners, rather than forcing old world mentality into new world minds. Until educational approaches are attempted with the same gusto and innovation as the technologies used in classrooms, America's education system will remain stuck in the 20th century.
The future is now!
The other videos which caught my eye were Social Media Revolution and Did You Know?. The videos were filled with interesting statistics about the state of the world and education. It is quite remarkable how quickly technology has taken over our lives, particularly social media. Social media-twitter, Facebook, google+ etc- is one of the most fascinating technological advancements to come out of the early 21st century. The role that it can hold in the classroom is still being determined. For the first time in the history of the world anyone can share any type of information instantaneously with anyone around the world. This type of information sharing is world changing and can have an important impact in the modern classroom. However social media is also a vice in the sense that it can provide a major distraction for young people in the classrooms. So although it makes it simple to share information it also makes it easy to distract from learning. What role social media will play in the future classrooms is yet to be determined.
Overall technology is changing the world rapidly in nearly every aspect. And until we as a society can incorporate these advantages and changes into the approach to education it will remain in the shadows of the technology it's unable to incorporate.
After observing the video Educational Change Challenge it is apparent that not all aspects of society are keeping up with the modern technological social changes that are taking place. It appears that while there have been many technological advancements in the age of computers, the overall approach to education has remained relatively stagnate. As advances in medicine, energy, and information sharing have stormed through the 21st century education remains locked in its "one size fits all" mentality. iPods and pads, computer rooms and tech savvy teenagers are a plenty in this modern age, however, the way we teach our students remains the same. After viewing this video it is apparent what is needed is a technological advancement in the overall approach to education in America. Educators need to have more freedom and creativity when creating lessons that are appropriate to all types of learners, rather than forcing old world mentality into new world minds. Until educational approaches are attempted with the same gusto and innovation as the technologies used in classrooms, America's education system will remain stuck in the 20th century.
The other videos which caught my eye were Social Media Revolution and Did You Know?. The videos were filled with interesting statistics about the state of the world and education. It is quite remarkable how quickly technology has taken over our lives, particularly social media. Social media-twitter, Facebook, google+ etc- is one of the most fascinating technological advancements to come out of the early 21st century. The role that it can hold in the classroom is still being determined. For the first time in the history of the world anyone can share any type of information instantaneously with anyone around the world. This type of information sharing is world changing and can have an important impact in the modern classroom. However social media is also a vice in the sense that it can provide a major distraction for young people in the classrooms. So although it makes it simple to share information it also makes it easy to distract from learning. What role social media will play in the future classrooms is yet to be determined.
Overall technology is changing the world rapidly in nearly every aspect. And until we as a society can incorporate these advantages and changes into the approach to education it will remain in the shadows of the technology it's unable to incorporate.
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