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This presentation lays the groundwork for establishing a project aimed at providing a means for English language learners to move from standard workbook-based cloze exercises to developing integrated language skills practice by the creation of short animations based on such in-class content. The focus lies in establishing a means to provide integrated language skills practice via scripted conversations that include drama and humor, and use of a simplified grammar which participants are encouraged to change to standard grammar in part or completely. It is envisioned that a learning by creating content type approach, combined with the use of an animation app, will best see this come to fruition. Further, to evaluate and report upon implementation, investigation will be undertaken via reflective practice. This will allow for examination of practitioner notes and student comments formed from the creation of a 'teaching diary', and interpreting these observations in light of any animations created. Project Aims The aim of this project is to see learners develop animations, using the Android/iOS-based application Scratch Jr, to solidify language learning and allow learners to review linguistic content under study. Animations will be based on realia-driven and humor-based scripted conversations from a provided learner workbook, and will be used as follow-up tasks inside the classroom. Development of animations because this is multimodal, and in development allows for the practice and integration of multiple language skills at each learner's pace, while realia-based conversations provide authenticity surrounding topic choice, humor provides engagement and an emotional link to content, and being scripted ensures that a framework for language learning and integrated skill practice is provided. Further, as linguistic development is the goal, the intent is to use animation development as a language learning activity to specifically provide increased content engagement, grammar skill practice, and speaking confidence. Project Rationale Although animation app usage has not been excessively researched in the language-learning context, there is support to show that such tools can help promote the development of literacy skills (Jacobs, 2007), and that usage of these kinds of apps is received positively by learners (Kilickaya & Krakja, 2012). This is particularly due to these apps allowing for: (i) the development of content that can be easily shared; (ii) providing enjoyment of use while engaging with content; and, (iii) integrating well when being used with grammar-based activities (which is the intended use in this project). Keeping this in mind, the use of an animation application was ultimately decided upon as these tools offer a multimodal experience and can assist, albeit indirectly, in looking at developing MCC or multimodal communicative competence among learners (Heberle, 2010). That is to say, when matched with appropriate material and activities, they have the potential to assist English language learners (ELL) in developing knowledge and use of language concerning the visual, audio, and spatial dimensions of communication. This can be achieved by promoting strategies and skills to support learners in producing oral and written texts where there is appropriate use of: (i) language forms (lexis, grammar, syntax), pragmatics, and the negotiation of meaning; (ii) the use of metafunctions that link grammar and functions of language for communication; and (iii) appropriate representation of experience, and the construction of relationships, in the textual and visual organization of a message or dialog. Learning by Creating Content (LCC) Approach An LCC type approach will be used for this project. The Learning by Creating Content approach has its foundations in the belief of the active role of the learner (Ristimaki, Koivulehto, & Viluksela, 2006), it also has links to Kolb's experiential learning theory (Thompson, 2012), and it can be tied to constructivist learning theory as well. Fundamentally, this approach sees learning " arranged around the central task of creating content " (Thompson, 2012, p.108). It has also been recognized by Norris and Soloway (2008) that such an approach can make up for the deficiencies in instructional models developed prior to the emergence of ubiquitous cyber infrastructure.
LEAD (Language, Education and Development)
The Development of Animation Videos for Teaching English Integrated Skills for Young LearnersAs a foreign language, English is very good to be taught from an early age because an early age is a golden age where children can understand learning material faster. However, teaching English to young learners is not easy. They are easily bored, and also easily distracted. Thus, teachers are required to provide fun and interesting learning activities. Therefore, researchers developed media in the form of animation videos to assist teachers in conveying learning to students as well as attracting their attention. This media does not only refer to vocabulary but also listening, reading, speaking, and writing. In this study, researchers used the ADDIE development model (analysis, design, development, implementation, evaluation). The data in this study were collected by observation, distributing questionnaires, and interview methods. The instruments used in collecting data are questionnaires and tests. After doing research, it is proven that by applying animation video media, the level...
2013 •
Abstract In language teaching and learning, we have a lot to choose from the world of technology: radio, TV, CD-Rom, computers, C.A.L.L., the Internet, Electronic Dictionary, e-mail, audio cassettes, Power-point, and videos/DVDs or VCDs. Table 1 in Appendix C illustrates their advantages and disadvantages. This paper aims to discuss the use and importance of Videos/DVDs as visual aids in language learning and teaching, presenting a sample video lesson focusing on the study of language through literary texts--a novel by Harper Lee. We all know that there are hundreds of films on video or DVD (VCD), which borrow their stories from novels. This paper does not aim to present prescriptions to language teachers, but rather, to make suggestions concerning the effective use of video or films in EFL classes. Key words: Language Teaching, Technology, Language Learning, Learning Strategies, Learning Styles and Video
Content-Based Instruction (CBI) is a method of language teaching which does not focus on the language itself. Rather, this approach is focused on teaching something new using the target language. Therefore, students gather new knowledge in the target language. During the process of providing new knowledge to students, teachers can target developing a language skill. In this project, speaking skill was the targeted skill. A group of undergraduates from the faculty of Business Management Studies took part in the project. They engaged in the project for ten weeks voluntarily and at the end of the session, a speaking test and an interview was conducted to evaluate the language development of each student. More importantly, technology was used to conduct all lessons and the project proved that technology can be successfully used in a CBI approach.
Storytelling method is an inevitable part of English Language classes. Stories are always an inspiring pedagogical tool to develop different language skills and to inculcate values and culture. In the present technological world, students lack the initiative to read stories and improve their reading skills. They lack interest in reading which has resulted poor reading and writing skills. Thus, a case study was done by integrating a technical tool to motivate students to read and improve their language skills and creativity. The study also aims to give a better understanding of the usage of multimodal approach like Digital storytelling in language learning classrooms. Microsoft photo story 3 was chosen to develop the stories into digital and 24 students of English Foundation level 2 were selected for the study. An evaluation rubric was developed to assess student's digital story together with a survey to get students' perception about the digital storytelling device in English classrooms. The study found the effectiveness of Digital story as a tool in enhancing their involvement in learning process and improving their reading, writing and creative skills. their reading and writing skills by the end of the project. Throughout the process of story building, they developed how to organize, cooperate and collaborate to reach their goal. The tool can be implemented for blending learning purposes where the teachers or the students make their own contents and share to others.
2022 •
2020 •
This article explores the use of Learner Generated Digital Content (LGDC) in the context of advanced Spanish language modules. An approach to learning and teaching frequently used and extensively researched in disciplines such as medicine and natural sciences, LGDC has in recent years made a cautious appearance in the area of modern languages (Lambert, Philp, & Nakamura, 2017). In the present case, LGDC becomes a powerful tool to address the challenge of introducing content acquisition in what is primarily a language module. Through the creation and sharing of a range of archivable learner generated digital material (posters and videos), learners and teachers collaborate to develop a living and open access information resource that can be expanded and used by successive cohorts of students in a cumulative process of knowledge generation and knowledge exchange. Scheduled at different points throughout the term and designed to result in texts of increasing linguistic complexity, these...
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World Journal of Surgical Oncology
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Zenodo (CERN European Organization for Nuclear Research)
Peran Pemerintah Dalam Menangani Infrastruktur Perbatasan Negara Yang Masih Terbatas2023 •
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