I work for the British Council as an English Language teacher and have been following the progress they have been making in creating an SL island (3 actually!) for teenage language learners - the ideal demographic for the medium. A preview of the is…
Hi Claude. Thanks for your feedback and sorry for my tardy reply! I quite agree with you about reducing the categories - I rarely use all of them on one piece of work, tending to pick up the error that 'creates the most negative reaction' in me as a…
Why are you interested in joining Innovate-Ideagora?
To share experiences with professionals who are spearheading the use of new technologies and approaches to teaching, learning and assessment, particularly in the area of second/other languages. I am a supporter of sociocultural theories and draw parallels of total immersion schooling with videogame-based environments as a platform for deep learning of a new language.
What do you think are the most pressing issues/challenges in using technology to enhance the educational process?
The most pressing issue I have encountered is one of 'engagement' of the learner. Until we address this issue, no amount of technology in the classroom will 'improve scores' or 'raise standards' The epidemic proportions to which cutting and pasting from websites is considered fair practice by learners as production of their own work is one example of technology mis-use. ICTs are tools that require training in their effective use but until students engage with the material being presented, learning cannot take place. To what degree the learning has been effective is another matter.
I am carrying out research into deep learning (Entwistle, Ramsden et al.) through the use of videogame play as an immersive, virtual environment for second-language acquisition. One of the barriers I have found to this process being adopted by educationalists is the reputation this genre has created for itself and how it is seen to be unproductive, and in some cases, destructive to individuals. However, this tool can be used productively in the right hands. Educational 'videogames' need not possess the addictive gameplay of commercial products - what they should provide is constant feedback and 'just-in-time' support to the user so they remain motivated and engaged.
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I taught for 5 years at the UAE University in Al Ain, 94-99. When Etisalat first made the Internet available, it seems as though the censorship was a big issue. How is it now with all of the social networking and Web 2.0 sites?
Dear Kim nice meeting you!
Having read your interest in "virtual learner" i would like to mention you this conference http://www.mccsis.org/ as it will allow to work at new projects together more easily. Looking forward to that
Hi:
Welcome to Innovate-Ideagora. I am a new member. As an instructional technologist and teacher of undergraduate prospective teachers within the School of Education, I look forward to sharing thoughts and ideas with you.
-j-