3 major trends in elt technology

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3 MAJOR TECHNOLOGY 3 MAJOR TECHNOLOGY TRENDS IN ELT TRENDS IN ELT SUMAIRA ZAHEER SUMAIRA ZAHEER

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Page 1: 3 Major Trends in ELT Technology

3 MAJOR 3 MAJOR TECHNOLOGY TRENDS TECHNOLOGY TRENDS IN ELTIN ELT

SUMAIRA ZAHEERSUMAIRA ZAHEER

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ENGLISH LANGUAGE TEACHING (ELT) HAS TREMENDOUSLY CHANGED OVER THE CENTURIES.

SINCE THEN, TEACHERS HAVE EVER BEEN IN SEARCH OF BETTER AND MORE EFFECTIVE

METHOD OF TEACHING.

THE POPULAR TRENDS OF ELT IN THE PAST HAVE VANISHED TODAY AND HAVE SUBSTITUTED BY

OTHERS. SEVERAL FACTORS HAVE CONTRIBUTED TO THE ADOPTION OF NEW TRENDS IN ELT.

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In this presentation we are going to discuss:

1. 3 Major Trends in ELT Technology2. Their application and implications in English Language

classrooms

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Do you use digital technology in your teaching practice?

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WHY FLIP YOUR WHY FLIP YOUR CLASSROOM?CLASSROOM?

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“A FLIPPED CLASS IS ONE THAT INVERTS THE TYPICAL CYCLE OF CONTENT ACQUISITION AND APPLICATION.”SOURCE: HTTPS://LEARNINGSCIENCES.UTEXAS.EDU/TEACHING/FLIPPING-A-CLASS

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DESIGN ACTIVITIES FOR DESIGN ACTIVITIES FOR FACE TO FACE SESSIONSFACE TO FACE SESSIONS

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ENGAGING STUDENTS ENGAGING STUDENTS ONLINE AND FACE-TO-ONLINE AND FACE-TO-FACEFACEProvide Provide numerous opportunities for communication between students and teaching staff.

Help developHelp develop online learning communities.

Your students will not necessarily know how to use how to use the technology you choose.the technology you choose. If you plan to use wikis, blogs, discussion tools or other multimedia:

Provide informationProvide information for students about why and how to use the tools and the relevance of the activity to the learning objectives.

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DOWNSIDESDOWNSIDES

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LEARN MORE ABOUT FLIPPED CLASSROOM

Gathering Evidence that Flipping the Classroom can Enhance Learning Outcomes (Walsh, 2013): Three universities provide empirical evidence supporting the potential for ‘the flip’ to make a measurable difference in engagement and learning.

Flipping the Classroom : The Centre for Teaching at Vanderbilt University provides the research behind the flipped classroom and evidence for why it works.Flipped Classroom Successes in Higher Education: Colleges and University Professors are Improving Learning Outcomes, and Lowering Costs, with Flipped Classroom Techniques.How 'Flipping' the Classroom Can Improve the Traditional Lecture, The Chronicle of Higher Education, February 19, 2012: 'Andrew P. Martin loves it when his lectures break out in chaos..'The effects of the classroom flip on the learning environment: a comparison of learning activity in a traditional classroom and a flip classroom that used an intelligent tutoring system (Strayer). 'The disequilibrium or unsettledness that students face in a flip classroom is not necessarily at cross-purposes with successful learning.'Active Learning and Student-centered Pedagogy Improve Student Attitudes and Performance in Introductory Biology : The development and implementation of an instructional design that focused on bringing multiple forms of active learning and student-centered pedagogies to a one-semester, undergraduate introductory biology course for both majors and nonmajors.Merlot Pedagogy Portal: This portal is designed to help teachers learn about the variety of instructional strategies and issues to help improve teaching practice.

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REFERENCES

http://www.washington.edu/teaching/teaching-resources/engaging-students-in-learning/flipping-the-classroom/

University of Washington, Center of Teaching and Learning.

http://learningsciences.utexas.edu/node/320"Flipping" a Class. University of Texas.

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TREND 2: SOCIAL MEDIATREND 2: SOCIAL MEDIASocial media Social media is a digital tool you use to connect with other people around the world. Use of Social apps such as FLickr, Snapchat, YouTube, Pinterest, Twitter is on the rise.

Application of social media in many L2 learning contexts has transformed pedagogy, curriculum design, the conception of language learning, even the research in this field. (Wang & Vásquez 2012)

Social media = indispensable component of many students’ daily + academic lives. (McBride 2009)

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BENEFITBENEFITSS

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HOW TO USE:HOW TO USE:

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ACTIVITY: TAGGINGACTIVITY: TAGGING

#grapes

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SnapchatSnapchat is a video messaging application created by Evan Spiegel, Bobby Murphy, and Reggie Brown.

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HOW SNAP CHAT WORKSHOW SNAP CHAT WORKS

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HOW TO ENGAGE HOW TO ENGAGE STUDENTS WITH SNAP STUDENTS WITH SNAP CHATCHAT

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How to use:How to use:-Create discussion groups.-Send and receive voice messages.-Give written assignments-Texting games-Sentences race games-Post announcements-Share photos and videos

BenefitsBenefits::-Easy to use

-No sign up-Free

-Helps create a communicative environment

-Learners more comfortable discussing ideas via texting and voice messaging .

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HOW TO YOUTUBE WITH STUDENTS

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TWITTERTWITTER

Very popular Very popular for:for:

-writing activities. -writing activities. -Tagging, sharing -Tagging, sharing

and re-tweeting and re-tweeting information!information!

Twitter is an online social Twitter is an online social networking service that networking service that enables users to send enables users to send and read short 140-and read short 140-character messages character messages called "tweets". called "tweets". Registered users can Registered users can read and post tweets, read and post tweets, but those who are but those who are unregistered can only unregistered can only read themread them

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How to use Twitter: How to use Twitter: Hash tags Hash tags and Learningand Learning

Tweet a summaryTweet a summary In pairs or small groups, ask students to summarise a piece of text in 140 characters or less.

Provide students with a hashtag, so the whole class can follow the conversation on Twitter and discuss it at the end.

What did you did at the weekend?What did you did at the weekend? Ask students to tweet photos of their weekend. Provide a hashtag for all the tweets. They

could include photos of interesting people they met, a funny sign, or a meal they enjoyed. This will provide students plenty of material for discussion on a Monday morning.

Following people and TrendsFollowing people and TrendsAsk students to describe someone they are following on Twitter, in English. What were the

reasons for following them? Do they read their tweets daily? Do they follow them on other social media channels? Is there anything in particular they admire about them?

Provide unique hashtags to allow students to search Provide unique hashtags to allow students to search for and follow the conversation!!for and follow the conversation!!

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OTHER TRENDING SOCIAL OTHER TRENDING SOCIAL MEDIA SITES FOR ELTMEDIA SITES FOR ELTReddit: blogging site. Can be

used for teachers to post flipped lessons or for simply sharing material.

Google Drive: popular for collaborative work, group writing, peer editing, creating lists, needs analysis, KWLs and so on.

Instagram: needs no introduction at all

Tumblr: Tumblr is a micro-blogging platform and social networking website . The service allows users to post multimedia and other content to a short-form blog.

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Trend no. 3

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DIGITAL GAMES: LEARNING BY PLAY

“Games are a more natural way to learn than traditional classrooms. Not only have humans been learning by playing games since the beginning of our species, but intelligent animals as well” (Clark Aldrich, Learning Online with Games, Simulations and Virtual Worlds, 2009).

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ANSWER IS: THE ANSWER IS: THE ENGLISH LANGUAGE!ENGLISH LANGUAGE! If you want to get the most out of these games, you need English. English is the language in which the characters talk to each other; it is the language used to give missions, tasks and information; it is often the language you have to use to respond to characters and other players; and, if you need help with a difficult part of the game, it is usually the language you will need to read or watch guides on internet forums and gaming websites.

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WHY USE GAMES IN WHY USE GAMES IN CLASSROOMS? CLASSROOMS?

1.Students learn through the process of playing the game. Games provide a context for engaging practice. 2.Through games, students can learn a variety of important

skills.4.While playing games, students develop a variety of

connections with the content and can form positive memories of learning.

5.Games grab students’ attention and actively engage them.When you strip away the genre differences and the

technological complexities, all games share four defining traits: a goal, rules, a feedback system, and voluntary

participation. Jane McGonigal, author of Reality is Broken

Source: http://www.educationworld.com/a_curr/reasons-to-play-games-in-the-classroom.shtml#sthash.g9Y1cv3O.dpuf

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HOW TO INTRODUCE HOW TO INTRODUCE GAMES IN CLASSROOMSGAMES IN CLASSROOMS

1. Play the Games1. Play the Games• To truly understand if the game will work with your curriculum or your intended goals for learning, you need to sit down and actually play the game. As you play, you can experience what students will experience and learn how to support them when they play. 2. A Game Is Voluntary2. A Game Is VoluntaryYou want to know what makes games the most effective? They are voluntary. If you make students play the game, you are missing the entire point of games and GBL.3. Games as Differentiation3. Games as DifferentiationNot every student in your class needs to be playing the same game at the same time. In fact, games can be used as just another tool to differentiate. As teachers formatively assess their students they might find that some students are ready for a greater challenge while some are not. Educators can use games as a tool to support either revisiting the material or pushing students farther on new material. 4.Set the Rules4.Set the RulesClassroom management is as important as ever in GBL, and having clear rules helps.

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WHERE TO FIND GAMES?

• I recommend the Gamifi-ed wiki compiled by the Master's program students from the University of Alaska Southeast.

(The creators found a major disconnect between recommendations by app stores and the games that are actually the best for learning.)

• Olive Green: A whole series of games designed especially for language learning.

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DRAWBACKS:

• Language not suitable for all levels• Content can’t be changed.

• Some games may contain inappropriate language or maybe of graphic nature.

• Some topics maybe culturally inappropriate• Video games can be addictive

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USEFUL LINKS

http://www.edutopia.org/blog/effective-rewards-game-based-learning-vicki-davis

http://gamifi-ed.wikispaces.com/Encyclopedia+of+Learning+Gameshttps://esl.brainpop.com/https://www.callofduty.com/https://olivegreenthemovie.com/#/play/1/10001

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REFERENCES

Gathering Evidence that Flipping the Classroom can Enhance Learning Outcomes (Walsh, 2013): Three universities provide empirical evidence supporting the potential for ‘the flip’ to make a measurable difference in engagement and learning.

Flipping the Classroom : The Centre for Teaching at Vanderbilt University provides the research behind the flipped classroom and evidence for why it works.Flipped Classroom Successes in Higher Education: Colleges and University Professors are Improving Learning Outcomes, and Lowering Costs, with Flipped Classroom Techniques.How 'Flipping' the Classroom Can Improve the Traditional Lecture, The Chronicle of Higher Education, February 19, 2012: 'Andrew P. Martin loves it when his lectures break out in chaos..'The effects of the classroom flip on the learning environment: a comparison of learning activity in a traditional classroom and a flip classroom that used an intelligent tutoring system (Strayer). 'The disequilibrium or unsettledness that students face in a flip classroom is not necessarily at cross-purposes with successful learning.'Active Learning and Student-centered Pedagogy Improve Student Attitudes and Performance in Introductory Biology : The development and implementation of an instructional design that focused on bringing multiple forms of active learning and student-centered pedagogies to a one-semester, undergraduate introductory biology course for both majors and nonmajors.Where’s the evidence that active learning works? is a journal article from Advances in Physiology Education about evidence that active based learning works and more needs to be accomplished on evidence based teaching.Merlot Pedagogy Portal: This portal is designed to help teachers learn about the variety of instructional strategies and issues to help improve teaching practice.http://www.edutopia.org/blog/effective-rewards-game-based-learning-vicki-davishttp://gamifi-ed.wikispaces.com/Encyclopedia+of+Learning+Gameshttps://esl.brainpop.com/https://www.callofduty.com/https://olivegreenthemovie.com/#/play/1/10001

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THANK YOU!