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Venture Lab – Design a New Learning Environment




   Creation of a Brand-New
Language Learning Experience



           Creative Language Learning
                   2012.12.16

                                         1          1
Outline
•   Introduction
•   Goals of this project
•   New Approaches
•   Our business model
•   An example
•   Conclusion
•   Appendix

                            2   2
Introduction
• Language learning has always been a challenging
  subject for online learning for the following reasons:
    Language learning requires long-term commitment, so keeping
     students motivated in continuous learning is one of our top
     challenges.
    Face-to-face lesson is often needed to get real-time feedback
     and correction. A well-designed on-line learning system must
     provide an effective way for teachers and students to achieve
     the same result as face-to-face learning experience.
    A realistic foreign-language environment is essential for students
     to practice their language skill. How to create an environment
     which is fun and challenging to students is a unique challenge
     for on-line language learning.
• In this project, we are trying to tackle these challenges
  with new pedagogical ideas and the latest technologies

                                                     3                3
Goals of this Project

•   In this project, we identified specific goals which we would like to
    achieve with the new learning environment. We decided to
    emphasize on student’s motivation of learning. Three
    characteristics are identified to achieve this goal:
     Gaming elements are added to our program so it will improve
        the motivation and experience of learning. Students will be
        willing to come back to learn more because of it’s a fun and
        rewarding experience.
     Personalized lesson plans and learning paths can be created
        so students can pick a particular subject of their interest. For
        example, movies, TV shows, magazines, or architectures, etc.
        can be special learning subjects picked by students so that
        students will have more fun in learning.
     Social and community function is added to the learning
        environment. Students can make friends with other students to
        practice the new language. They can do joint-projects together,
        or simply share their common interests in the forum.

                                                       4                   4
New Approaches
                 (1) Gamified Learning
•   Gamified elements are added to our learning
    environment in two different ways:
    A. Game-based learning: for beginner level, students can perform
       self-study learning of a new language by playing in a series of
       games. Students can play the games on the Web (on PC or
       Mac), and on mobile-device app (smart-phone and tablet, iOS,
       Android or Windows Mobile, etc.)
    B. Gamified learning: for intermediate and advance levels, the
       learning environments are designed with adult audience. A
       traditional style learning environment with game elements (i.e.
       points, badges) available for tracking the learning progress.
       Leader-board option can be enabled on a selectable basis for
       the students who like competition to stimulate their learning
       interest.


                                                     5               5
New Approaches
             (2) Personalized Program
•    Each student’s lesson plan can be
     personalized in two ways:
    A. Self-study path: good for self-motivated students.
       Content/Topics are driven by the learner. The platform offers
        individualized browsing of content based on learner’s interest
        as well as his/her active vocabulary.
    A. Guided-learning path: better for students who are
       less-experienced or not sure about their learning
       goals.
       Syllabus and content are created by instructor. However, content can
         be categorized by five major language skills: reading, writing,
         listening, speaking and grammar. Learner can still choose one of
         special emphasis to enhance his/her weak point, or simply follow
         his/her personal interest.

                                                         6                    6
New Approaches
       (3) Social Community enabled
•   Our system combines social networking
    functions which connects students and
    teachers into on-line groups and share their
    opinions and exchange resources and
    experiences.
•   Both students and teachers participate in
    online communities, then creating a friendly
    social environment is necessary to break the
    ice.
•   Online socializing functions include: setting up a
    personal profile, uploading member’s photo, emailing
    colleagues with additional information; bulletin board
    of the top five most-popular discussed topics, etc.
                                            7                7
Our Business Model
• We believe we can achieve our goal without re-inventing
  what’s already available in the market by following the
  below business model (from Business Model Generation Canvas)
      Key Partners                    Key Activities                  Value Proposition             Customer Relationship                     Customers

      other language learning         maintain the on-line            We provide three features     (1) for students: offer self-study and    (1)adult students who want
      platform providers (e.g.        community platform and          designed for higher student   teacher-assisted on-line courses, a       to learn foreign language,
      Duolingo), publishers who       provide guidance to students,   retaining rate and student    gamified learning environment, and        (2)language teachers, and
                                                                                                    community for language practice and
      want to sell their textbooks,   and resource and support to     engagement:                                                             (3)training service for
                                                                                                    support;
      and those who provide paid      teachers                        (1) game-based / gamified                                               teachers.
                                                                                                    (2) for teachers: as a teaching
      online language learning                                        learning environment;         platform - content resources,
      service                                                         (2) personalized learning     teacher assistant services, training to
                                                                      program;                      teachers, etc.
                                      Key Resource                    (3) community-based           Channel
                                                                      (social network) study
                                      participants who make           groups;                       reaching students/teachers via
                                      forums to grow in number                                      on-line community, social
                                      and quality in providing new                                  network, email, YouTube videos,
                                      ideas for language learning.                                  SEO, etc.




      Cost Structure                                                               Revenue Stream

      (1) Creating and maintaining an on-line learning community platform.         (1)advertisement
      (2) cost of advertising (for acquiring students).                            (2) selling digital textbooks or multimedia content
                                                                                   (3) paid online service : commission-based (between student's tuition and
                                                                                   teacher's income)



                                                                                                                                              8                            8
Example
                 Online Course (1/4)
•   Before starting a course, each student will be given a
    questionnaire to check their past experience in language
    learning and preferences in the way of studying a new
    language.
•   Based on the result of questionnaire, instructor can prepare
    class materials according to student’s language skill
    strength/weakness (listening, writing, reading, speaking,
    grammar), and his/her personal preference.
•   If the student prefers to focus on listening and speaking, then
    the course will be designed to emphasis these two skills and
    the final goal of the course will be that student can submit a
    mini podcast to the teacher.
•   Student’s progress will be tracked by earning points and
    badges at each time student reaches a check point. This
    gamified design allows student to see his/her current status
    and improve his/her skill to meet the expected target.



                                                   9                  9
Example
                       Online Course (2/4)

TITLE: Spanish class: Me gustas tú- How to express personal preferences
LESSON SUMMARY:            This is an introduction to talk about things we like in
   general. Lesson’s aim is to enhance speaking, listening and practicing
   Spanish pronunciation.
CLASS / LEVEL / AGE: Level A1/A2 , target learners : adults
LANGUAGE OUTCOMES: Being able to use correctly the verb Gustar (to like)
TECHNOLOGY / ICT OUTCOMES: Smartphones, Pc/Mac App: Audioboo for
   voice recording as a final task
MATERIALS: (incl. websites, technology…) www.edmodo.com
    http://www.youtube.com/watch?v=3BomWbLQAMc ( song by Manu Chao
   without lyrics)
    http://www.youtube.com/watch?v=v2oIqlEkX5s ( with lyrics)
    Google hangouts

                                                              10                10
Example
                         Online Course (3/4)
PROCEDURE:
 1. Flipped lesson, Offline: Student will listen and watch a video without lyrics on
www.edmodo.com and as a pre-task will write down as many words as they are able
to.( for example 8). ( student will obtain a reward , teacher adds comments)
2. Online : using Google hangouts in real time+ sharing document during the lesson.
•Step 1. Student will write down the words from pre-task on one side and later more
words will be added during the lesson . If a student write: Me gusta it will be then moved
on another side.
•Step2. Once again the song will be listened to and after short breaks student will repeat
what have heard previously ( for practicing pronunciation ) and more words will be
adding.
•Step3. Sharing pictures to express preferences( by teacher), for example Spanish
speaking Countries, famous people, places) by using: Me gusta… A mí me gusta...Te
gusta...A ti te gusta...
•Using and adding words to the list, lots of input and drills.
•Step 4. The song will be heard once again but now with lyrics; student will underline all
words that appear with the verb: Gustar. Student will be able to see the difference and
deduce how this verb might be used.

                                                                    11                  11
Example
                         Online Course (4/4)

Step 5. As a final task/homework student will record 5 things/people/places he/she likes
the most on Audiobobo with or without picture and send via email/sms .
Student will obtain a final score for this task.

•Extra task: upload 5 pictures with description on www.edmodo.com where other
students will make comments.



Note: Assuming student has accounts on Edmodo and Gmail, and also have internet-
enabled mobile devices like smart-phones or tablets.




                                                                    12                 12
Conclusion
•   Our team combines the talents of experienced language teachers around
    the world (Poland, Hong Kong and Taiwan), as well as technology
    specialists in New York and Silicon Valley.
•   In a short 8-week period, we focused on the topic of online language
    learning, and achieved an incredible result of identifying what’s the most
    difficult challenges and had a conceptual design of online learning platform
    to overcome these challenges.
•   During hundreds of email messages and 2 Skype conference meetings, we
    exchanged many useful resources, and brain-stormed many great ideas
    which can be applied to the real-world learning environment.
•   Even though we realize there are many new online learning language
    learning platforms out there, we believe there is none which includes ALL
    the features we included in this presentation.
•   Because of the limited time and resource, we could not get a chance to
    implement a working prototype of our new learning platform. But we know
    what we have here is a very attractive platform that works. If it is
    implemented correctly in the real-world, it is definitely a platform of high
    market demand, and many people can benefit from it.
•   In summary, we have a wonderful learning experience of working on this
    project, and we are very grateful to Stanford Venture Lab for providing such
    a learning opportunity for us. Thank you very much!
                                                                  13             13
Appendix A
Additional comments on student motivations

The following is a collection of tools which we believe can also be
  effective to enhance student’s motivation of language learning:
•   Progress bar and badges shows their achievement
•   Learners get a badge when they complete stage to their goal
•   Game elements as a motivator to increase participation
•   Students don't feel isolated even though they are "alone"
•   May make collaborative tasks smoother- not working with strangers
•   Help students identify with other participants , building an online community
•   Allows a trial run for upcoming more important graded tasks
•   Eases students into the course
•   Allows familiarity with VLE technology and task types
•   Students can express their individuality
•   Assessment: By using rubrics, quizzes ,badges, scores, comments ,test, online
    discussions, recordings ,writings tasks, peers evaluation.


                                                                  14                14
Appendix B
      How social networking function works
•   Available features include: quizzes (useful for revision task or to test learning to date
    or existing knowledge); Jigsaw tasks (used as a review tool, synchronous chat as a
    whole group or in small groups guided and unguided).
•   Reflective tasks: online journals; temperature check which as a mini
    evaluation/reflection.
•   Apps that can be used for the whole groups are: for speaking practice Voxopop , to
    share ideas: Wallwisher.
•   Working in small groups on specific tasks and creating Groups: categories/
    subcategories, languages, knowledge (vocabulary, grammar, culture, etc.), skills
    ( reading, listening, writing, translation), interest (travel, food, literature, business,
    science...)
•   Example of groups: . For business writing , For travel conversation , For exam study,
    etc.
•   Members exchange ideas: to plan one' s learning, to set one's goal, to choose
    learning activities, to use the service effective.


                                                                       15                   15
Appendix C
                Technologies Used
• Various technologies are deployed to maximize the
  efficiency of the self-study as well as to provide useful
  tools to the teacher for content creation
• Natural language technologies: topic identification,
  machine translation, information retrieval, etc.
• Audio-Visual technologies: speech recognition, speech
  synthesis, image recognition, artificial intelligence (e.g.
  an iPhone/Siri app which has conversation capability to
  help learner practice in a new language)
• Virtual world social-networking technologies: learner can
  practice listening and speaking skills in a virtual world
  environment (e.g. Second Life) which is completely
  surrounded by the target foreign language, etc.
                                              16

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Venture lab –Design a new language learning environment - by the Creative Language Learning team

  • 1. Venture Lab – Design a New Learning Environment Creation of a Brand-New Language Learning Experience Creative Language Learning 2012.12.16 1 1
  • 2. Outline • Introduction • Goals of this project • New Approaches • Our business model • An example • Conclusion • Appendix 2 2
  • 3. Introduction • Language learning has always been a challenging subject for online learning for the following reasons:  Language learning requires long-term commitment, so keeping students motivated in continuous learning is one of our top challenges.  Face-to-face lesson is often needed to get real-time feedback and correction. A well-designed on-line learning system must provide an effective way for teachers and students to achieve the same result as face-to-face learning experience.  A realistic foreign-language environment is essential for students to practice their language skill. How to create an environment which is fun and challenging to students is a unique challenge for on-line language learning. • In this project, we are trying to tackle these challenges with new pedagogical ideas and the latest technologies 3 3
  • 4. Goals of this Project • In this project, we identified specific goals which we would like to achieve with the new learning environment. We decided to emphasize on student’s motivation of learning. Three characteristics are identified to achieve this goal:  Gaming elements are added to our program so it will improve the motivation and experience of learning. Students will be willing to come back to learn more because of it’s a fun and rewarding experience.  Personalized lesson plans and learning paths can be created so students can pick a particular subject of their interest. For example, movies, TV shows, magazines, or architectures, etc. can be special learning subjects picked by students so that students will have more fun in learning.  Social and community function is added to the learning environment. Students can make friends with other students to practice the new language. They can do joint-projects together, or simply share their common interests in the forum. 4 4
  • 5. New Approaches (1) Gamified Learning • Gamified elements are added to our learning environment in two different ways: A. Game-based learning: for beginner level, students can perform self-study learning of a new language by playing in a series of games. Students can play the games on the Web (on PC or Mac), and on mobile-device app (smart-phone and tablet, iOS, Android or Windows Mobile, etc.) B. Gamified learning: for intermediate and advance levels, the learning environments are designed with adult audience. A traditional style learning environment with game elements (i.e. points, badges) available for tracking the learning progress. Leader-board option can be enabled on a selectable basis for the students who like competition to stimulate their learning interest. 5 5
  • 6. New Approaches (2) Personalized Program • Each student’s lesson plan can be personalized in two ways: A. Self-study path: good for self-motivated students. Content/Topics are driven by the learner. The platform offers individualized browsing of content based on learner’s interest as well as his/her active vocabulary. A. Guided-learning path: better for students who are less-experienced or not sure about their learning goals. Syllabus and content are created by instructor. However, content can be categorized by five major language skills: reading, writing, listening, speaking and grammar. Learner can still choose one of special emphasis to enhance his/her weak point, or simply follow his/her personal interest. 6 6
  • 7. New Approaches (3) Social Community enabled • Our system combines social networking functions which connects students and teachers into on-line groups and share their opinions and exchange resources and experiences. • Both students and teachers participate in online communities, then creating a friendly social environment is necessary to break the ice. • Online socializing functions include: setting up a personal profile, uploading member’s photo, emailing colleagues with additional information; bulletin board of the top five most-popular discussed topics, etc. 7 7
  • 8. Our Business Model • We believe we can achieve our goal without re-inventing what’s already available in the market by following the below business model (from Business Model Generation Canvas) Key Partners Key Activities Value Proposition Customer Relationship Customers other language learning maintain the on-line We provide three features (1) for students: offer self-study and (1)adult students who want platform providers (e.g. community platform and designed for higher student teacher-assisted on-line courses, a to learn foreign language, Duolingo), publishers who provide guidance to students, retaining rate and student gamified learning environment, and (2)language teachers, and community for language practice and want to sell their textbooks, and resource and support to engagement: (3)training service for support; and those who provide paid teachers (1) game-based / gamified teachers. (2) for teachers: as a teaching online language learning learning environment; platform - content resources, service (2) personalized learning teacher assistant services, training to program; teachers, etc. Key Resource (3) community-based Channel (social network) study participants who make groups; reaching students/teachers via forums to grow in number on-line community, social and quality in providing new network, email, YouTube videos, ideas for language learning. SEO, etc. Cost Structure Revenue Stream (1) Creating and maintaining an on-line learning community platform. (1)advertisement (2) cost of advertising (for acquiring students). (2) selling digital textbooks or multimedia content (3) paid online service : commission-based (between student's tuition and teacher's income) 8 8
  • 9. Example Online Course (1/4) • Before starting a course, each student will be given a questionnaire to check their past experience in language learning and preferences in the way of studying a new language. • Based on the result of questionnaire, instructor can prepare class materials according to student’s language skill strength/weakness (listening, writing, reading, speaking, grammar), and his/her personal preference. • If the student prefers to focus on listening and speaking, then the course will be designed to emphasis these two skills and the final goal of the course will be that student can submit a mini podcast to the teacher. • Student’s progress will be tracked by earning points and badges at each time student reaches a check point. This gamified design allows student to see his/her current status and improve his/her skill to meet the expected target. 9 9
  • 10. Example Online Course (2/4) TITLE: Spanish class: Me gustas tú- How to express personal preferences LESSON SUMMARY: This is an introduction to talk about things we like in general. Lesson’s aim is to enhance speaking, listening and practicing Spanish pronunciation. CLASS / LEVEL / AGE: Level A1/A2 , target learners : adults LANGUAGE OUTCOMES: Being able to use correctly the verb Gustar (to like) TECHNOLOGY / ICT OUTCOMES: Smartphones, Pc/Mac App: Audioboo for voice recording as a final task MATERIALS: (incl. websites, technology…) www.edmodo.com http://www.youtube.com/watch?v=3BomWbLQAMc ( song by Manu Chao without lyrics) http://www.youtube.com/watch?v=v2oIqlEkX5s ( with lyrics) Google hangouts 10 10
  • 11. Example Online Course (3/4) PROCEDURE: 1. Flipped lesson, Offline: Student will listen and watch a video without lyrics on www.edmodo.com and as a pre-task will write down as many words as they are able to.( for example 8). ( student will obtain a reward , teacher adds comments) 2. Online : using Google hangouts in real time+ sharing document during the lesson. •Step 1. Student will write down the words from pre-task on one side and later more words will be added during the lesson . If a student write: Me gusta it will be then moved on another side. •Step2. Once again the song will be listened to and after short breaks student will repeat what have heard previously ( for practicing pronunciation ) and more words will be adding. •Step3. Sharing pictures to express preferences( by teacher), for example Spanish speaking Countries, famous people, places) by using: Me gusta… A mí me gusta...Te gusta...A ti te gusta... •Using and adding words to the list, lots of input and drills. •Step 4. The song will be heard once again but now with lyrics; student will underline all words that appear with the verb: Gustar. Student will be able to see the difference and deduce how this verb might be used. 11 11
  • 12. Example Online Course (4/4) Step 5. As a final task/homework student will record 5 things/people/places he/she likes the most on Audiobobo with or without picture and send via email/sms . Student will obtain a final score for this task. •Extra task: upload 5 pictures with description on www.edmodo.com where other students will make comments. Note: Assuming student has accounts on Edmodo and Gmail, and also have internet- enabled mobile devices like smart-phones or tablets. 12 12
  • 13. Conclusion • Our team combines the talents of experienced language teachers around the world (Poland, Hong Kong and Taiwan), as well as technology specialists in New York and Silicon Valley. • In a short 8-week period, we focused on the topic of online language learning, and achieved an incredible result of identifying what’s the most difficult challenges and had a conceptual design of online learning platform to overcome these challenges. • During hundreds of email messages and 2 Skype conference meetings, we exchanged many useful resources, and brain-stormed many great ideas which can be applied to the real-world learning environment. • Even though we realize there are many new online learning language learning platforms out there, we believe there is none which includes ALL the features we included in this presentation. • Because of the limited time and resource, we could not get a chance to implement a working prototype of our new learning platform. But we know what we have here is a very attractive platform that works. If it is implemented correctly in the real-world, it is definitely a platform of high market demand, and many people can benefit from it. • In summary, we have a wonderful learning experience of working on this project, and we are very grateful to Stanford Venture Lab for providing such a learning opportunity for us. Thank you very much! 13 13
  • 14. Appendix A Additional comments on student motivations The following is a collection of tools which we believe can also be effective to enhance student’s motivation of language learning: • Progress bar and badges shows their achievement • Learners get a badge when they complete stage to their goal • Game elements as a motivator to increase participation • Students don't feel isolated even though they are "alone" • May make collaborative tasks smoother- not working with strangers • Help students identify with other participants , building an online community • Allows a trial run for upcoming more important graded tasks • Eases students into the course • Allows familiarity with VLE technology and task types • Students can express their individuality • Assessment: By using rubrics, quizzes ,badges, scores, comments ,test, online discussions, recordings ,writings tasks, peers evaluation. 14 14
  • 15. Appendix B How social networking function works • Available features include: quizzes (useful for revision task or to test learning to date or existing knowledge); Jigsaw tasks (used as a review tool, synchronous chat as a whole group or in small groups guided and unguided). • Reflective tasks: online journals; temperature check which as a mini evaluation/reflection. • Apps that can be used for the whole groups are: for speaking practice Voxopop , to share ideas: Wallwisher. • Working in small groups on specific tasks and creating Groups: categories/ subcategories, languages, knowledge (vocabulary, grammar, culture, etc.), skills ( reading, listening, writing, translation), interest (travel, food, literature, business, science...) • Example of groups: . For business writing , For travel conversation , For exam study, etc. • Members exchange ideas: to plan one' s learning, to set one's goal, to choose learning activities, to use the service effective. 15 15
  • 16. Appendix C Technologies Used • Various technologies are deployed to maximize the efficiency of the self-study as well as to provide useful tools to the teacher for content creation • Natural language technologies: topic identification, machine translation, information retrieval, etc. • Audio-Visual technologies: speech recognition, speech synthesis, image recognition, artificial intelligence (e.g. an iPhone/Siri app which has conversation capability to help learner practice in a new language) • Virtual world social-networking technologies: learner can practice listening and speaking skills in a virtual world environment (e.g. Second Life) which is completely surrounded by the target foreign language, etc. 16