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A Technology-Based Literacy
Approach for Our Youngest
English Language Learners
Erin L. White, M.S.
Purdue University North Central
Anastasia M. Trekles, Ph.D
Purdue University Calumet
Slides available: http://slideshare.net/andella
Overview
S The English Language Learner preschool-age population is
growing steadily in the US
S Today’s children are primarily digital natives, regardless of their
culture, and are highly motivated by the opportunity to use
technology
S We take the approach that a well-planned technology-
enhanced curriculum is an appropriate and effective means to
improve young English Language Learners’ (ELL) literacy skills
and vocabulary
S You will learn about the various apps, tools, and techniques
available to take full advantage of technology with young ELLs
Terms to Know
S English Language Learner (ELL): A learner who is acquiring the
English Language (may include ESL, ENL, LEP students)
S Computer-Assisted Language Learning (CALL): The search for and
study of various applications and uses of computers within the field of
language teaching and learning
S Computer-Assisted Pronunciation Training (CAPT): Specific
technology that utilizes Automatic Speech Recognition (ASR) software to
record and evaluate the accuracy of an individual’s pronunciation and
provide feedback and modified instructional scaffolding.
S ELL Design Quadrant: A broad reference model that aims to help
educators/designers align and enhance their technology integration with
sound pedagogy (various learning and language acquisition theories)
A 3-Part Model
Needs Assessment
S Identify Needs-
S A systematic process that aims to obtain an accurate, thorough
picture of any system's strengths and weaknesses, in order to
improve it and meet existing and future challenges.
S Can be formal or informal, but should assess where the child is
currently at – there are few “one size fits all” approaches
S Consider the instructional design process and how it fits into
organization of instruction that is inclusive
S Establish Goals-
S Based upon needs analysis, identify specific goals
S Seek Resources/Support-
S Speak with experts within the school – literacy coaches, ELL/ESL
teachers, assistants, paraprofessionals, and IT personnel
S Take inventory of available human and technology resources
Design/Redesign Instruction
1. Identify Literacy Standards to Address
2. Select Appropriate Instructional Strategies (cloze
technique, chunking, choral reading, think-pair-share, KWL,
etc.)
3. Refer to the ELL Design Quadrant (next slide)
 What can be done to enhance an existing lesson/unit?
4. Determine Technology & Purpose
 What is available to you and will it reasonably ‘fit’ the intended
purpose?
ELL Design Quadrant
Leveraging Technology
S Technology can deliver, enhance, and remediate instruction
S Technology should be chosen selectively and carefully for
maximum results
S Time and time again, technology has shown to promote social
interaction and motivation when used with young children
S Video games, apps, simulations, and various programs are
available to immerse and excite young learners, but should be
used in moderation with other techniques and results-driven
S Example in Maine – iPad project increased literacy from 62% to
90% by 2013 with kindergarten students over a 2 year span
Implement & Assess
1) Motivate/Prepare Learners
 Set clear expectations for learning
 Model proper use of technology
 Provide basic ‘tech training’ before and scaffolding during
2) Integrate and Obtain Feedback
 Assess before, during, and after technology-enhanced
lesson
 Rubrics, checklists, interviews, informal observations, smile
sheets, etc.
PC/Mac and Web Apps
S Many available online and software-based interventions
including:
S ESLreadingsmart: http://www.eslreadingsmart.com
S Rosetta Stone: http://www.rosettastone.com
S Dragon NaturallySpeaking: http://nuance.com
S TellMeMore: http://www.tellmemore.com
S Busuu Online: http://www.busuu.com
Mobile (iOS/Android)
S Huge number of apps available for younger learners on
both iOS (Apple) and Android (Google) devices
S Look for apps that include bright colors, engaging sounds
and interactions, and a wide range of activities
S Note that many apps are free but will include in-app
purchases to get more modules or unlock new lessons
Fun English
S Fun, colorful
S Includes music and speech
S Mostly matches concepts to
spoken words, rather than
written, although some spelling
lessons are included
S Requires in-app purchases to
get modules beyond Colors
Learn English
S Sounds but no speech
S Matches written words to
images to test key vocabulary
S Additional lessons require in-
app purchase, and there are
banner ads
LinguPinguin
S Available in multiple languages
S Allows students to compare
familiar words in their own
languages to pictures and
concepts, and match them with
English words
S Two lessons are free; full app is
$1.99 per language set
Little Fox
S Features leveled reading stories
and songs with images, voice
narration, and available captions
S Quiz follows each story and song
S Lite version is free; full access is
a monthly $19.99 subscription
featuring access to over 2500
stories and 300 songs
eFlashApps Picture Dictionary
S Free version contains banner
ads
S Allows child to match words
with pictures, and puts words in
context
S Also allows the unique feature
of letting the child record his or
her own voice reciting words
and phrases
LingoArcade
S Available for multiple languages
S Full version available for $.99 –
includes 150 levels
S Includes spoken and written
word- and sentence- matching
to images
SightWords
S Free - from Innovative Mobile
Apps (developer of
LingoArcade and many other
iOS learning games)
S Includes flashcards and games,
and allows you to add your own
words and voice
S Simple app designed to be
shared by teacher/parent and
child working together
Busuu
S Available in multiple languages
and for Web, iPad, and Android
S All lesson units available
through in-app purchases
individually or as a set (total =
$9.99)
S Word and image-related games
and activities progress
gradually in difficulty
LearnEnglish Kids
S Part of a series from the British
Council (available for iOS and
Android)
S Free and paid versions –
designed for schools in Britain
S Links pronunciation and
spelling to an interactive, story-
based environment
Best Practices for Young ELLs
S Stories, familiar things, and items from child’s native
culture are highly useful in demonstrating and teaching
English concepts
S Young children also respond well to technology and other
aids incorporating music, sing-along songs,, and colorful
pictures and animations
S The more immersive and responsive to the learner the
better the technology intervention
More Best Practices
S Games should include levels of skill to keep children motivated
to play and learn
S Consider teaming students together on games and simulations
for added social element
S You could even consider using “normal” commercial games in
learning
S Example: Ranalli (2008) found that ELLs playing the Sims
learned more vocabulary from the game when they helped
each other and had instructional materials to assist during play
Questions?
Resources
S U.S. Department of Education Office of English
Language Acquisition (OELA):
http//www.ed.gov/about/offices/list/oela/index.html
S http://www.Kidsactivitiesblog.com
S http://Play.google.com
S http://www.Educatorstechnology.com
References
S Akasha, O. (2011). Voicethread as a good tool to motivate ELLs and much more. In
M. Koehler & P. Mishra (Eds.), Proceedings of Society for Information Technology &
Teacher Education International Conference 2011 (pp. 3123-3127). Chesapeake,
VA: AACE.
S Anderson, R., Speck, B., & Grant, M. (2008). Technology to teach literacy: a
resource for k-8 teacher. Upper Saddle River, NJ: Pearson/Prentice Hall
S Atkinson, D. (2011). Alternative approaches to second language acquisition. Oxford:
Routledge.
S Block, D. (2003). The social turn in second language acquisition. Washington D.C.:
Georgetown University Press.
S Erben, T., Ban, R., & Castaneda, M. (2009). Teaching English language learners
through technology. New York, NY: Routledge.
References
S Hopping, R. (2011). US schools using iPad 2 as teaching tool. Know Your
Mobile, Retrieved from http://www.knowyourmobile.com/blog/849367/
us_schools_using_ipad_2_as_teaching_tool.html
S Peterson, M. (2009). Computerized games and simulations in computer-
assisted language learning: A meta-analysis of research. Simulation and
Gaming, 41(1), 72-93. Retrieved from http://sag.sagepub.com/content/41/1/72
S Ranalli, J. (2008). Learning English with The Sims: Exploiting authentic
computer simulation games for L2 learning. Computer Assisted Language
Learning, 21(5), 441-455.
S White, E. (2010). Achieving literacy success with English language learners in
the mainstream classroom. Indiana Reading Journal, 42(1), 23-28.

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A Technology-Based Literacy Approach for Our Youngest English Language Learners

  • 1. S A Technology-Based Literacy Approach for Our Youngest English Language Learners Erin L. White, M.S. Purdue University North Central Anastasia M. Trekles, Ph.D Purdue University Calumet Slides available: http://slideshare.net/andella
  • 2. Overview S The English Language Learner preschool-age population is growing steadily in the US S Today’s children are primarily digital natives, regardless of their culture, and are highly motivated by the opportunity to use technology S We take the approach that a well-planned technology- enhanced curriculum is an appropriate and effective means to improve young English Language Learners’ (ELL) literacy skills and vocabulary S You will learn about the various apps, tools, and techniques available to take full advantage of technology with young ELLs
  • 3. Terms to Know S English Language Learner (ELL): A learner who is acquiring the English Language (may include ESL, ENL, LEP students) S Computer-Assisted Language Learning (CALL): The search for and study of various applications and uses of computers within the field of language teaching and learning S Computer-Assisted Pronunciation Training (CAPT): Specific technology that utilizes Automatic Speech Recognition (ASR) software to record and evaluate the accuracy of an individual’s pronunciation and provide feedback and modified instructional scaffolding. S ELL Design Quadrant: A broad reference model that aims to help educators/designers align and enhance their technology integration with sound pedagogy (various learning and language acquisition theories)
  • 5. Needs Assessment S Identify Needs- S A systematic process that aims to obtain an accurate, thorough picture of any system's strengths and weaknesses, in order to improve it and meet existing and future challenges. S Can be formal or informal, but should assess where the child is currently at – there are few “one size fits all” approaches S Consider the instructional design process and how it fits into organization of instruction that is inclusive S Establish Goals- S Based upon needs analysis, identify specific goals S Seek Resources/Support- S Speak with experts within the school – literacy coaches, ELL/ESL teachers, assistants, paraprofessionals, and IT personnel S Take inventory of available human and technology resources
  • 6. Design/Redesign Instruction 1. Identify Literacy Standards to Address 2. Select Appropriate Instructional Strategies (cloze technique, chunking, choral reading, think-pair-share, KWL, etc.) 3. Refer to the ELL Design Quadrant (next slide)  What can be done to enhance an existing lesson/unit? 4. Determine Technology & Purpose  What is available to you and will it reasonably ‘fit’ the intended purpose?
  • 8. Leveraging Technology S Technology can deliver, enhance, and remediate instruction S Technology should be chosen selectively and carefully for maximum results S Time and time again, technology has shown to promote social interaction and motivation when used with young children S Video games, apps, simulations, and various programs are available to immerse and excite young learners, but should be used in moderation with other techniques and results-driven S Example in Maine – iPad project increased literacy from 62% to 90% by 2013 with kindergarten students over a 2 year span
  • 9. Implement & Assess 1) Motivate/Prepare Learners  Set clear expectations for learning  Model proper use of technology  Provide basic ‘tech training’ before and scaffolding during 2) Integrate and Obtain Feedback  Assess before, during, and after technology-enhanced lesson  Rubrics, checklists, interviews, informal observations, smile sheets, etc.
  • 10. PC/Mac and Web Apps S Many available online and software-based interventions including: S ESLreadingsmart: http://www.eslreadingsmart.com S Rosetta Stone: http://www.rosettastone.com S Dragon NaturallySpeaking: http://nuance.com S TellMeMore: http://www.tellmemore.com S Busuu Online: http://www.busuu.com
  • 11. Mobile (iOS/Android) S Huge number of apps available for younger learners on both iOS (Apple) and Android (Google) devices S Look for apps that include bright colors, engaging sounds and interactions, and a wide range of activities S Note that many apps are free but will include in-app purchases to get more modules or unlock new lessons
  • 12. Fun English S Fun, colorful S Includes music and speech S Mostly matches concepts to spoken words, rather than written, although some spelling lessons are included S Requires in-app purchases to get modules beyond Colors
  • 13. Learn English S Sounds but no speech S Matches written words to images to test key vocabulary S Additional lessons require in- app purchase, and there are banner ads
  • 14. LinguPinguin S Available in multiple languages S Allows students to compare familiar words in their own languages to pictures and concepts, and match them with English words S Two lessons are free; full app is $1.99 per language set
  • 15. Little Fox S Features leveled reading stories and songs with images, voice narration, and available captions S Quiz follows each story and song S Lite version is free; full access is a monthly $19.99 subscription featuring access to over 2500 stories and 300 songs
  • 16. eFlashApps Picture Dictionary S Free version contains banner ads S Allows child to match words with pictures, and puts words in context S Also allows the unique feature of letting the child record his or her own voice reciting words and phrases
  • 17. LingoArcade S Available for multiple languages S Full version available for $.99 – includes 150 levels S Includes spoken and written word- and sentence- matching to images
  • 18. SightWords S Free - from Innovative Mobile Apps (developer of LingoArcade and many other iOS learning games) S Includes flashcards and games, and allows you to add your own words and voice S Simple app designed to be shared by teacher/parent and child working together
  • 19. Busuu S Available in multiple languages and for Web, iPad, and Android S All lesson units available through in-app purchases individually or as a set (total = $9.99) S Word and image-related games and activities progress gradually in difficulty
  • 20. LearnEnglish Kids S Part of a series from the British Council (available for iOS and Android) S Free and paid versions – designed for schools in Britain S Links pronunciation and spelling to an interactive, story- based environment
  • 21. Best Practices for Young ELLs S Stories, familiar things, and items from child’s native culture are highly useful in demonstrating and teaching English concepts S Young children also respond well to technology and other aids incorporating music, sing-along songs,, and colorful pictures and animations S The more immersive and responsive to the learner the better the technology intervention
  • 22. More Best Practices S Games should include levels of skill to keep children motivated to play and learn S Consider teaming students together on games and simulations for added social element S You could even consider using “normal” commercial games in learning S Example: Ranalli (2008) found that ELLs playing the Sims learned more vocabulary from the game when they helped each other and had instructional materials to assist during play
  • 24. Resources S U.S. Department of Education Office of English Language Acquisition (OELA): http//www.ed.gov/about/offices/list/oela/index.html S http://www.Kidsactivitiesblog.com S http://Play.google.com S http://www.Educatorstechnology.com
  • 25. References S Akasha, O. (2011). Voicethread as a good tool to motivate ELLs and much more. In M. Koehler & P. Mishra (Eds.), Proceedings of Society for Information Technology & Teacher Education International Conference 2011 (pp. 3123-3127). Chesapeake, VA: AACE. S Anderson, R., Speck, B., & Grant, M. (2008). Technology to teach literacy: a resource for k-8 teacher. Upper Saddle River, NJ: Pearson/Prentice Hall S Atkinson, D. (2011). Alternative approaches to second language acquisition. Oxford: Routledge. S Block, D. (2003). The social turn in second language acquisition. Washington D.C.: Georgetown University Press. S Erben, T., Ban, R., & Castaneda, M. (2009). Teaching English language learners through technology. New York, NY: Routledge.
  • 26. References S Hopping, R. (2011). US schools using iPad 2 as teaching tool. Know Your Mobile, Retrieved from http://www.knowyourmobile.com/blog/849367/ us_schools_using_ipad_2_as_teaching_tool.html S Peterson, M. (2009). Computerized games and simulations in computer- assisted language learning: A meta-analysis of research. Simulation and Gaming, 41(1), 72-93. Retrieved from http://sag.sagepub.com/content/41/1/72 S Ranalli, J. (2008). Learning English with The Sims: Exploiting authentic computer simulation games for L2 learning. Computer Assisted Language Learning, 21(5), 441-455. S White, E. (2010). Achieving literacy success with English language learners in the mainstream classroom. Indiana Reading Journal, 42(1), 23-28.