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.
Showing posts with label Technology and Education. Show all posts
Showing posts with label Technology and Education. Show all posts

Thursday, December 1, 2016

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

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



Saturday, October 8, 2016

CALL— past, present and future. Stephen Bax (2003)

Read the article/ book chapter, looking for 5 issues that you find interesting, or surprising.



  • "Normalisation is therefore the stage when a technology is invisible, hardly even recognised as a technology, taken for granted in everyday life.  CALL has not reached this stage, as evidenced by the use of the very acronym 'CALL' - we do not speak of PALL (Pen Assisted Language Learning) or of BALL (Book Assisted Language Learning) because those two technologies are completely integrated into education, but CALL has not yet reached that normalisation stage.  In other words, one criterion of CALL's successful integration into language learning will be that it ceases to exist as a separate concept and field for discussion.  CALL practitioners should be aiming at their own extinction." p.23