Showing posts with label classroom. Show all posts
Showing posts with label classroom. Show all posts

Friday, April 10, 2015

Flip Your Classroom!

Flipping the classroom is interesting. While I attended the TESOL convention 2015 in Toronto, a woman, who stayed in a same accommodation, told me about flipping the classroom and that she attended the presentations focused on this topic. Although I did not have a chance to listen to the presentation about flipping the classroom, these two articles reminded me of having short talk with her. The flipped classroom is a reversal of traditional teaching where students gain first exposure to new material outside of class, usually via reading or lecture videos, and then class time is used to do the harder work of assimilation that knowledge through strategies such as problem-solving, discussion or debates. In my understanding, this has a kind of 3 steps like working at home, working in class and working after class, and, in addition, this type of learning allows students to have better comprehension of the material, interact with instructor and peers more, and develop the critical thinking skill as a natural part of the learning process. From these two articles, I learned that the technology with various online tools is the decisive and indispensable factor to facilitate the flipped classroom. Moreover I think that this strategy is not only an extension of learning, but also a way of developing a high quality of lesson so teachers will not be able to overlook acquiring the new technology to educate students effectively. 


Flipped Learning Cycle



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Thursday, March 12, 2015

Do you know Gamification?

Gamification is the use of game thinking and game mechanics in non-game contexts to engage users in solving problems and increase users' self contributions.
Gamification has been studied and applied in several domains, with some of the main purposes being to engage, teach in classrooms, entertain, measure, and to improve the perceived ease of use of information systems. A review of research on gamification shows that a majority of studies on gamification find positive effects from gamification. Gamification inspires students to develop competencies and skills as they focus on the activities of the game. And the game mechanics encourage students to compete against themselves, looking to reach a personal best or to satisfy their own learning goals. By participating in these types of activities, students acquire information and hone abilities while achieving interim goals that provide a clear sense of progress, rather than simply focusing on completing the course. Game mechanics reinforce the fact that failure indicates that more work is needed to master the skill or knowledge at hand.
According to Tom Chatfield, In terms of education, perhaps most obviously of all, we can transform how we engage people. We can offer people the grand continuity of experience and personal investment. We can break things down into highly calibrated small tasks. We can use calculated randomness. We can reward effort consistently as everything fields together. And we can use the kind of group behaviorsthat we see evolving when people are at play together, these really quite unprecedentedly complexcooperative mechanisms. He provides a video game called EverQuest(Killing dragons) as an example to support the importance of Gamification. This is a player-developed,self-enforcing, voluntary currency, and it's incredibly sophisticated player behavior. Also he emphasized that ‘engagement’ can be transformed by the psychological and the neurological lessons we can learn from watching people that are playing games. But it's also about collective engagement and about the unprecedented laboratory for observing what makes people tick and work and play and engage on a grand scale in games.

To use games in an L2 class, we need to consider 3 elements: commercial and educational games, to play or to design, and integration. Classroom activities using commercial games might include analysis of the game play experience targeting specific vocabulary, language functions, or cultural themes. For example, learners could be directed to keep a game journal in which they are asked to record relevant information such as characters, setting, language, and/ or reflect on their in-game choices. This experience then serves as background knowledge for other classroom activities such as speaking tasks or writing assignments. By creating goals, narratives, and content, learners must engage in the language at a level beyond that of playing the game Integration can include, for example, the use of game content as pre-writing content for a writing task or as an impetus for a classroom debate. In addition, a design task might take the place of a more traditional writing task, following the same multi-draft process to teaching writing skills and strategies.







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Wednesday, February 25, 2015

Let’s get involved in Social Networking!

Let’s get involved in Social Networking!



Let me introduce Classroom 2.0

This social network is great for people who are interested in social media and participative technologies in the classroom. I can participate in the great discussions here, to receive event notifications, and to find and connect with colleagues around the world. They provide various functions such as search engine, resources, and sharing information! 

Now visit the website! Click this -> CLASSROOM 2.0