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Saturday, October 26, 2013

VIRTUAL WORLDS: "SECOND LIFE"

Today I will write about virtual worlds and their implications in teaching English. 
Before writing this blog post and reading some articles and research on virtual worlds, I tried to explore "Second Life" - probably the most famous virtual world application - as a user. My task was not evaluating its usefulness as an entertainment tool but trying to find out whether we can use it in English language teaching. Second Life is the only 3D virtual world that I 'tested' and, so, my observations might not be generalizable for other applications.  
Well, after selecting my avatar and creating the account, I tried to do some basic activities to find out what is out there. At first it seemed very promising as there were a lot of instructions, destinations described in a detailed manner - a lot of language that learners can be exposed to. So, I started my tour - walking, running, flying, teleporting to different destinations. I was also happy to find the chat button which actually gives your avatar the opportunity to approach any other avatar (resident of the virtual world) and start a chat with him/her. However, I was disappointed from the first try. The other avatar asked me if I knew Spanish and we quickly switched to Spanish language. Besides, I quickly got bored after going to several destinations. To be fair, I should mention that maybe the problem was that it was the first time I entered the virtual world. Besides, I am a fan of real-life feelings and experience. 
I understood the partial reason of my frustration after reading the article "Educational Frontiers: Learning in a Virtual World" by Cynthia M. Cologne. M. Calogne mentions that before immersing our students into the virtual world, we should highlight some accomplishments by other students, the benefits of virtual world courses. Anyway, the article is very general and did not convince me that it's effective to create a virtual world class setting. Of course virtual worlds have their benefits like opportunity for communication, exploration, navigation but I feel this field is still underdeveloped and needs further research and advancement. 
I also read Donald J. Welch's interview on virtual worlds. According to Welch, and I agree with him, the virtual world where an institution would allow only student and faculty access and could control behaviors and things that go on in that world, has much more potential to be used in classrooms than Second Life which is more general purpose. 
As for language learning, the challenge in these environments is to create tasks which require learners and native speakers to interact and where a condition of success in the task is the meaningful use of language, a thing that I didn't see in Second Life. 
Given the above-mentioned circumstances, I will most likely refrain from using virtual worlds in my classroom until more research has been done on its effectiveness in language teaching. 
Anyway, I should confess that virtual worlds have potential of becoming language learning tools in the future. 
One thing to keep in mind - virtual world classes cannot replace campus-based classes. They can supplement them if designed and used properly. Let us wait and see!

Sunday, October 20, 2013

Computer and Video Gaming


Should we use computer and video games for pedagogical purposes? Well, if someone had asked me this question two months ago, I would have probably given a negative answer. The main reason is that I used to be very skeptical about games and their implications for teaching. Maybe this is also because I barely ever play any games at least because of lack of time. But my views changed after I began to take the course on the use of technologies in TEFL. It opened my eyes and my mind to many wonderful technological tools like, for instance, gaming. 

As Marc Prensky mentions rightfully, (http://www.marcprensky.com/writing/Prensky%20-%20Ch2-Digital%20Game-Based%20Learning.pdf ), "new generation has a different mix of cognitive skills". It is no longer a secret that our brain reorganizes itself according to input it gets. It means that games somehow shape our brain. The "game generation" processes information more quickly, "gamers" use parallel processing, they have sharpened visual sensitivity, they are used to active learning. These are important factors that educators have to consider in adjusting the curriculum. If we do not do this, we will lose our learners. 
Let us see what advantages and disadvantages games have and how we can effectively integrate them in teaching. Through games learners experience things they have to learn. They become active learners. The greatest merit of games is that they develop problem-solving skills. As Professor Paul Gee states in one of his interviews, "we think critically when playing because there is always a mission we have to accomplish". As mentioned in the article "Digital Game-Based Learning by Richard Van Eck, there are three ways in which we can integrate gaming into education. The first one is having students build games, the second one is having educators or developers build educational games. In case of these two, the problem is that they are costly and time consuming. In this respect, the best solution would be taking existing games and using them in classroom. But here we have to be very careful to select games that will be in accordance with the curriculum and course content. As an English language teacher, I have to make sure learners develop language skills while playing. 
Today I played the game called "Darfur is Dying"http://www.darfurisdying.com/. From teacher's perspective, I can say that it could be used in an EFL class to teach related vocabulary, develop reading skills by means of the detailed instructions of the game. Besides, this game made me go to Wikipedia and learn more about the Darfur Crisis. It was driven by a real meaningful interest, rather than being forced to read because of an assignment. 
I would also like to address the issue of violent games. What should we do with games that contain violent content? There is a lot of research on this topic (http://www.health.harvard.edu/newsletters/Harvard_Mental_Health_Letter/2010/October/violent-video-games-and-young-people).

Some researchers claim that exposure to violent media can contribute to real-life violent behavior. Others claim they haven't been able to find any direct connection between them. I think such video games won't hurt our children (irrespective of research results) if parents take appropriate action. First, they can censor what video games their children should play, they can also set time limits on playing games.


Thursday, October 17, 2013

VIDEO PRODUCTION


When I first heard I was going to produce a video, I thought it was almost an impossible and unrealizable task. This is partly because I had always considered myself a person who could at best shoot a video. But editing? No, never.... Well, that is what I used to think. Yesterday I was happy that I found that I had been wrong. I am happy I worked in a group because we helped each other a lot.

In general, video production includes a series of stages. The video I watched on video production process  ( http://www.youtube.com/watch?v=_rWcQdH7-wE ) revealed that it is really a labor intensive process. It includes creating an outline of the film with key scenes, structure and characters, writing the screenplay, storyboarding in which you have to consider camera angles, how you are going to put scenes together, in which direction the characters have to move, and etc. Sometimes you need to think of financial issues. You might need to turn to fundraising to be able to realize your project. The film production process is really time consuming. You have to think of camera angles, proper framing and any other seemingly unimportant things. By the way, I learned a lot of interesting stuff from some videos I watched on proper framing and using different camera angles and movements for achieving different effects ( http://www.youtube.com/watch?v=tbeVSx1Gf4k and http://www.youtube.com/watch?v=KYVV6hKtuNk ). Well, after the film shooting there comes probably one of the most labor-intensive processes - the editing process. The book I scanned on this topic ("Digital Video Essentials: Shoot, Transfer, Edit, Share" by Sadun, Erica) was somehow useful for getting a general idea on preparation, video production and editing techniques. But one drawback it had is that it is just a book. There is no reinforcement of the information we read there in form of video illustrations. So, it was somehow difficult for me to imagine some of the stuff described there. In our video editing process we used the principle of playing with different options in Windows Movie Maker ( a very user-friendly tool) and finally finding a proper solution.  

It goes without saying that the pre-production, video production and editing processes are really creative ones. Besides, it is really engaging creating a video in the topic of which you are genuinely interested. In our group, we had a lot of fun while creating our video. We were so motivated. 

Now let's turn to the implications video production has for teaching English. Here I would like to mention both the advantages and disadvantages of video production. The greatest advantage is that it is really a creative process at the end of which learners get a tangible product. Besides, the 21st century learners like to use technology everywhere. The greatest drawback of video production is that it is really a labor-intensive and time-consuming process. Our learners, be they schoolchildren, university children or adult learners, are generally busy people. We should consider this factor when including video production in our assignments. If we do not give really clear instructions, the video production, however creative it might be, may not lead to the development of language skills. However, this does not imply that we should not use video production in ELT. We should just keep an eye on time available and the given context. We should also take care that our instructions state clearly that the target language has to be somehow used in the video. 

In general, introducing different types of technological tools in ELT is really a fantastic idea as far as we remember that these are only TOOLS and that our principal aim is helping learners develop second or foreign language SKILLS. I love these tools and I am going to use them in appropriate contexts after careful consideration of their implications for teaching English:)

 

Sunday, October 6, 2013

DIGITAL STORYTELLING


It is an indisputable fact that storytelling plays an important role in learners' language development. But learning from storytelling is more effective when the storytelling is done with the help of digital technologies.
Digital media tools give us the opportunity to present more than simple text. As Tony Witherspoon mentions in her speech about digital storytelling, "music, pictures that complement our story help our words become better and more impressive". Nowadays, many schools incorporate digital storytelling projects into learning. In this way, they reach today's students, help them do what is pleasant and engaging for them. At the same time, students develop the skills they need. Research also reveals that projects that use digital storytelling as their core component have proved to be successful and motivating from the perspective of the learners. 
But I would like to concentrate more on the use of digital storytelling to assist language learning. It is worth mentioning here that learners should not be supposed to be only absorbers of the information included in the digital stories. Digital stories can develop receptive (listening and reading) and productive (writing and speaking) skills. Learners can also act as creators of digital stories. Today I created my first digital story, and words do not suffice to describe the degree of involvement and motivation that I had completing the task. By making learners create digital stories we can get so many ideas out of learners' heads. 
There are so many ways in which digital storytelling can be used. For instance, Tonya Witherspoon mentions about interactive stories when students can decide how to continue by following different hyperlinks. Students can also collaborate in making a digital story. It is important that we let students create digital stories on topics in which they are interested. To illustrate this point, it is worth mentioning the semester-long Bay Area digital writing project in the US (http://www.nwp.org/cs/public/print/resource/2790). It was called the American Immigration Digital Story Project. The aim of the project was making a modern-day connection to history, as well as development of literacy, writing and 21st century skills. Students were supposed to select close family members or relatives, interview them on their immigration experiences, take a transcript and share with audience in the form of a digital story. 
The only drawback of creating digital stories by learners is that it takes quite a lot of time. So, the teacher should try to analyze and decide in which situations it would be a good idea to engage students in creating digital stories. The age of the learners should also be taken into account. If we decide to try digital storytelling with young learners, we should be prepared to provide them intensive guidance during the whole process. What refers to using ready-made digital stories, they are really beneficial. 
Well, I am happy to conclude that so far I have learnt about amazing technological tools that greatly assist language learning and increase learner motivation. One important factor to consider is choosing appropriate tools for a particular purpose and at a particular point in time. 

Friday, October 4, 2013

USING WIKIS AND GOOGLE DOCS IN EFL CLASSROOMS

Today I would like to write about educational uses of wikis and google docs. 

Wikis provide a comfortable space for learners to work and solve problems in collaboration sitting at home in front of their computers. Wikis can have multiple uses in EFL classrooms. They are perfect for story creation activities when each student contributes to the creation of a story. This is also an invaluable activity in terms of developing students' creative thinking skills. In a university setting, wikis can be used in building information about different topics. It is really very interactive and motivating not only for teenagers but also adults. 

However, one thing to keep in mind is that research shows that very often the instructor should provide instructions or collaboration scripts to learners who are going to work in the wiki space. It will ensure proper distribution of roles, workload, sequencing of steps if there are any. We as teachers should also think of ensuring that students have a discussion board where they will have the opportunity to discuss and negotiate ideas before editing the text. 
One disadvantage of wikis that I can think about is that it is impossible to edit the text when another person is making changes in it. Besides, wikis might be a bit confusing for younger learners. In this respect, google docs are simpler and more user-friendly though they don't provide all the opportunities that wikis do. 
One important difference between wikis and google docs is that google docs have the real-time editing possibility. It means that learners can make changes in the document without waiting for somebody to finish editing. This is really great for some in-class activities where students can work on a shared document at the same time. 
Wikis and google docs are powerful tools that teachers should make use of. I loved them!