agnovel partnership teacher training – module 2: agnovel – language learning with agnovel –...

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AGnovel Partnership Teacher Training – Module 2: AGnovel – Language Learning with AGnovel – Concept and Ideas AGnovel Advanced Interactive Graphic Novels on Mobile Touchscreen Devices Grant Agreement No. 2013-3792/001-001 Project No. 543284-LLP-1-2013-1-DE-KA2-KA2MP Teacher Training

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Page 1: AGnovel Partnership Teacher Training – Module 2: AGnovel – Language Learning with AGnovel – Concept and Ideas AGnovel Advanced Interactive Graphic Novels

AGnovel Partnership

Teacher Training – Module 2:

AGnovel – Language Learning with AGnovel –Concept and Ideas

AGnovelAdvanced Interactive Graphic Novels on Mobile Touchscreen Devices

Grant Agreement No. 2013-3792/001-001Project No. 543284-LLP-1-2013-1-DE-KA2-KA2MP

TeacherTraining

Page 2: AGnovel Partnership Teacher Training – Module 2: AGnovel – Language Learning with AGnovel – Concept and Ideas AGnovel Advanced Interactive Graphic Novels

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Introduction

Page 3: AGnovel Partnership Teacher Training – Module 2: AGnovel – Language Learning with AGnovel – Concept and Ideas AGnovel Advanced Interactive Graphic Novels

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AGnovel cloud

The European project AGnovel

Page 4: AGnovel Partnership Teacher Training – Module 2: AGnovel – Language Learning with AGnovel – Concept and Ideas AGnovel Advanced Interactive Graphic Novels

„Graphic novels, as I define them are book-length comic books that are meant to be read as one story. This broad term includes collections of stories in genres such as mystery, superhero, or supernatural, that are meant to be read apart from their corresponding ongoing comic book storyline; heart-rending works such as Art Spiegelman´s Maus; and nonfiction pieces such as Joe Sacco´s journalistic work, Palestine.”(WEINER 2012, S. xi.)

What areGraphic Novels?

Page 5: AGnovel Partnership Teacher Training – Module 2: AGnovel – Language Learning with AGnovel – Concept and Ideas AGnovel Advanced Interactive Graphic Novels

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About Language

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AGnovel focusses on different aspects concerning the tooland curriculum development:

• Common European Framework of Reference for Languages (CEFR)a) define language proficiency levels b) interpret language qualifications

• Addresses real vocational aspects • Integration of the following modules

1. Language related tasks2. Business related tasks3. Culture related tasks

The AGnovel focus

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Modern languagelearning

The needs of modern foreign language learners are changing.

Interpretation of information in contexts

Needs of specific motivational aspects

Focus on the requirements of the target group (learner)

Graphic novels represent a tool to…

improve writing, speaking, listening, critical thinking

promote traditional literacy

combine visual and verbal elements

analyse information in different ways

The use of graphic novels

Page 8: AGnovel Partnership Teacher Training – Module 2: AGnovel – Language Learning with AGnovel – Concept and Ideas AGnovel Advanced Interactive Graphic Novels

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Language learningaspects

Language learning

Under-standing

Writing

Speaking

Page 9: AGnovel Partnership Teacher Training – Module 2: AGnovel – Language Learning with AGnovel – Concept and Ideas AGnovel Advanced Interactive Graphic Novels

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Language learningaspects according to CEFR

Understanding• Listening• Reading

Speaking• Spoken

Interaction• Spoken

Production

Writing• Writing

CEFR – Common European Framework of Reference for languages

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Ideas and concept

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• Combination of new media opportunities and aspects of language learning

• Basis builds the VARK model developed by Neil Fleming (visual, aural, read / write and kinesthetic mode)

• Main objective of this approach is to discover learning preferences of students

• Adaptation to eLearning and the support of the language learners

The AGnovelDidactical approach

visual didactical support

audio-related

didactical support

textual didactical support

course / classroom

support

Page 12: AGnovel Partnership Teacher Training – Module 2: AGnovel – Language Learning with AGnovel – Concept and Ideas AGnovel Advanced Interactive Graphic Novels

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• Combination of new media opportunities and aspects of language learning

• Basis builds the VARK model developed by Neil Fleming (visual, aural, read / write and kinesthetic mode)

• Main objective of this approach is to discover learning preferences of students

• Adaptation to eLearning and the support of the language learners

Important aspectsof AGnovel

Language Learning

VET – Business /

Office situations

Cultural aspects

course / classroom

support