Motive


This blog was set up as a personal project to record my study notes online. The large majority of the writings are those of the authors mentioned in the posts.

Thursday, December 1, 2016

What everyone should know about SLA

Bill Van Patten

1.  What's in your head
2.  Practice doesn't make perfect
3.  Communication
4.  Don't automatically blame the first language.
5. 

Communication = the expression, interpretation and negotiation of meaning in a given context.

Classrooms are fixed contexts for communication:
  • The setting is always the same.
  • Participants are always the same. 

Learners create an abstract mental representation, similar to the way in which L1 learners do.
This representation bears little to no resemblance to what is traditionally practised.
This representation builds up over time due to consistent and constant exposure to input data.  Practice, as traditionally conceived, does little to foster the development of representation.

Digital Games in Language Learning

Frederick Cornillie
 

Positive attributes of digital games:

Games and simulations can enable experiential and discovery learning, transform drill-based learning to context-based acquisition and lower affective filters;

Goal-directed tasks/quests in digital games enable task-based language teaching;

Increased needs for collaboration encourage the development of collaborative social relationships and collaborative learning;

Masking the identity of the learners reduces anxiety and encourages greater risk-taking and creative use of language;

Cohesive and meaningful contexts create situated and immersive learning experience.

COTS = Commercial off the shelf games
MMPORGS = Massive multiplayer online role playing-games

Learning from COTS

Studies have found that playing commercial video games are beneficial to vocabulary learning and for improving listening and reading ability, but not for enhancing speaking and writing skills due to the fact that stand-alone video games do not offer communication opportunities and usually demand physical responses, rather than spoken and written output, for game procession.


Example Games

Little Alchemy  
GeoGuessr 
Stop Disasters Monkey GO Happy
ESL Games Plus

MarkSharks










Thursday, November 24, 2016

Tsunesaburo Makiguchi


'The aim of education is not to transfer knowledge; it is to guide the learning process, to equip the learner with the methods of research. It is not the piecemeal merchandizing of information; it is to enable the acquisition of the methods for learning on one's own; it is the provision of keys to unlock the vault of knowledge. Rather than encouraging students to appropriate the intellectual treasures uncovered by others, we should enable them to undertake on their own the process of discovery and invention.'


Makiguchi Value-creating Education

Dr Ruben Puentedura - SAMR Model

'Dr. Ruben Puentedura is the Founder and President of Hippasus, a consulting firm based in Western Massachusetts, focusing on transformative applications of information technologies to education. He has implemented these approaches for over twenty-five years at a range of K-20 educational institutions, as well as health and arts organizations.

He is the creator of the SAMR model for selecting, using, and evaluating technology in education, which currently guides the work of the Maine Learning Technology Initiative, as well as projects in Vermont and Sweden.

His current work explores new directions in mobile computing, digital storytelling, learning analytics, and educational gaming, focusing on applications in areas where they have not been traditionally employed. He can be reached at rubenrp@hippasus.com.'

Ruben R. Puentedura's blog 



The impact of SAMR

How to Apply SAMR



Thursday, October 27, 2016

Motivation in Second and Foreign Language Learning

'Motivation is the process whereby goal-directed activity is instigated and sustained'
Pintrick and Schunk 1996:4

Motivational psychologists - focus in the motors of human behaviour in the individual rather than in the social being. (drive, arousal, cognitive self-appraisal).

Social psychologists - see the action as the function of the social context and the interpersonal/intergroup relation patterns, as measured by the social attitudes.

The gap between the perspectives is gradually narrowing.

Social cognition - cognitive concepts integrated into traditional social psychological models.

Reasoned Action theory
The chief determinant of action is a person's intention to perform the particular behaviour.
- attitude towards the behaviour
- subjective norm' i.e. the person's perception of the social pressures put on him/her to perform the behaviour in question.

Planned behaviour theory
'perceived behavioural control' i.e. the perceived ease or difficulty of performing the behaviour.

Approaches: expectancy-value theories, goal theories and self-determination theory.

Expectancy-value theories:
According to the main principles, motivation to perform various tasks is the product of two key factors: the individual's expectancy of success in a given task and the value the individual attaches to success in the task.

Underlying expectancy-value theories - similarly to most cognitive theories - is the belief that humans are innately active learners with an inborn curiosity and an urge to get to know their environment and meet challenges, and therefore the main issue in expectancy value theories is not what motivates learners but rather what directs and shapes their inherent motivation.

Researchers emphasise various different factors that form the individual's cognitive process; from an educational point of view, the most important aspects include processing past experiences (attribution theory), judging one's own abilities and competence (self-efficacy theory), and attempting to maintain one's self-esteem (self-worth theory).

  • The guiding principle in attribution theory is the assumption that the way humans explain their own past success and failures will significantly affect their future achievement behaviour.

  • Self-efficacy theory refers to people's judgement of their capabilities to carry out certain specific tasks, and, accordingly, their sense of efficacy will determine their choice of the activities attempted, as well as the level of their aspirations, the amount of effort exerted, and the persistence displayed.

  • In self-worth theory of achievement motivation, the highest human priority is the need for self-acceptance and therefore 'in reality, the dynamics of school achievement largely reflect attempts to aggrandise and protect self-perceptions of ability' (Covington & Roberts 1994).

Value:
A model of task values by Eccles and Wigfield consists of four components: attainment value (or importance), intrinsic values (or interest), extrinsic utility value, and cost.

p120

References:

Dornyei, Z. (1998) Motivation in second and foreign language learning. Thames Valley University, London.

Pintrick and Schunk (1996) Motivation in education: theory, research, and applications. Englewood Cliffs, NJ: Prentice Hall.