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PP Eurocall Conference 2015

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PP Eurocall Conference 2015

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The steady rise of new technologies, especially in the area of mobile assisted language learning, has created new opportunities as well as challenges for foreign language learning. Since learners have more and more access to a wide range of devices and learning resources, teachers are challenged to explore the potential and benefits of these to support their students’ learning. In the last two decades there have been many attempts to integrate all kinds of mobile devices and apps to support formal as well as informal learning processes. However, most of the available apps still support mainly individual learning, using mobile devices to deliver content rather than providing learners with the opportunity to interact amongst each other.
To address this we have designed an app, based on a highly interactive, ubiquitous and constructive learning approach. The app is called Guess it! Language Trainer and allows learners to share, assess and co-construct their foreign language knowledge. Learning contents are no longer delivered but integrated into versatile tasks which although individually performed, affect the community of learners. The current research paper presents the first results of an ongoing project using the Guess it! Language Trainer app in a compulsory German language course at a Spanish University. In our paper we will firstly describe how the app has been used to support students’ language learning outside the classroom, secondly, how it helped learners to get actively involved in their own learning processes and thirdly, how the teacher can use the information stored in the system to assess students’ language learning.

The steady rise of new technologies, especially in the area of mobile assisted language learning, has created new opportunities as well as challenges for foreign language learning. Since learners have more and more access to a wide range of devices and learning resources, teachers are challenged to explore the potential and benefits of these to support their students’ learning. In the last two decades there have been many attempts to integrate all kinds of mobile devices and apps to support formal as well as informal learning processes. However, most of the available apps still support mainly individual learning, using mobile devices to deliver content rather than providing learners with the opportunity to interact amongst each other.
To address this we have designed an app, based on a highly interactive, ubiquitous and constructive learning approach. The app is called Guess it! Language Trainer and allows learners to share, assess and co-construct their foreign language knowledge. Learning contents are no longer delivered but integrated into versatile tasks which although individually performed, affect the community of learners. The current research paper presents the first results of an ongoing project using the Guess it! Language Trainer app in a compulsory German language course at a Spanish University. In our paper we will firstly describe how the app has been used to support students’ language learning outside the classroom, secondly, how it helped learners to get actively involved in their own learning processes and thirdly, how the teacher can use the information stored in the system to assess students’ language learning.

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PP Eurocall Conference 2015

  1. 1. Mobile apps to support and assess foreign language learning Anke Berns Manuel Palomo-Duarte Juan-Manuel Dodero Alberto Sánchez Cejas Juan Miguel Ruiz-Ladrón Andrea Calderón Márquez EUROCALL 2015 Padova, 26-29 August 2015 1
  2. 2. 2 1. TEACHING BACKGROUND 2. PURPOSE OF THE STUDY 3. CHALLENGES 4. DESIGN & ARCHITECTURE 5. CASE STUDY 6. RESULTS & CONCLUSIONS 7. FUTURE WORK CONTENT
  3. 3. 1. TEACHING BACKGROUND 3 •beginner level (A1.1; CEFR) •very large language courses •few hours of language practice in class versus many hours of independent learning •few opportunities to attend personal learner needs •need for more personalised feedback •need for more language input & output
  4. 4. 2. PURPOSE OF THE STUDY: 4 •to explore the potential of smartphones to enhance language learning out-of-class •to make independent learning processes more dynamic & easier to monitor
  5. 5. 3. CHALLENGES 5 •to design an app that rather than delivering learning content allows students to develop their own learning materials •to develop a learning environment which is built by the learners & teachers in line with their needs •to help teachers monitoring & assessing students’ learning process
  6. 6. 6 We designed an APP, called Guess it! Language Trainer, that aims: – to support students in their independent learning by addressing different language skills – to get students actively involved in their learning process – to help teachers monitoring & assessing students’ learning process 4. DESIGN & ARCHITECTURE
  7. 7. 7 GUESS IT! LANGUAGE TRAINER. Students’ interaction with the app.
  8. 8. 8 • The APP implements a simple game based on guessing, assessing & creating word definitions/descriptions in the target language. • Students have to select first the category, level & number of definitions they want to play.
  9. 9. 9
  10. 10. 10 • Learners must rate every definition they play (peer-assessment). • Learners can report a definition if they consider it wrong, offensive or difficult to guess. • Learners can listen to the pronunciation of each definition. • Learners can copy words to their notebook.
  11. 11. 11 • Receive constant feedback through different game statistics (last game, rankings on their overall game-performance etc.)
  12. 12. 12 • Students are invited to create & enter their own definitions • for every 20 words they guess, 1 new definition. • new definitions are then played and rated (or reported) by mates.
  13. 13. Game-Dynamic 13
  14. 14. 14
  15. 15. 15
  16. 16. 16
  17. 17. 17
  18. 18. 18
  19. 19. Teacher assessment Definitions played per student & level 19
  20. 20. Success ratio per student & level 20
  21. 21. Ratings received per author 21
  22. 22. Ratings received per author 22
  23. 23. Definitions entered per student 23
  24. 24. 5. CASE STUDY: SETTINGS 24 • German as a second foreign language course at the University of Cadiz (Spain): 120 students played the APP (A1.1 CEFR), 6 ECTS The corpus of the system started with 282 definitions which have been entered by the supervisor ... … and ended up with 826 definitions!!! More than 500 new definitions (+4 per each student) Each game session provided students with new learning content - Students had to keep playing the APP
  25. 25. 25 100 students filled in 4 tests (60 questions per test): Pre-test before starting 1 to 4 Post-test 1 after a week playing levels 1 & 2 Post-test 2 after a week playing level 3 Post-test 3 after a week and a half playing levels 1 to 4 • Each post-test consisted of 80% of terms to be guessed and 20% of words to be defined by the students themselves
  26. 26. 26 • Results in the tests (out of 10 points) – Mean difference from pre- to posttest 1 was 4,8 – Mean difference from pre- to posttest 2 was 5,7 – Mean difference from pre- to posttest 3 was 5,35 • Students played a total number of 165.178 definitions ‒ Considering just 1 minute for each: reading, answering, assessing, (reporting) and (copying), the results show that students played more than 5 hours per week!
  27. 27. 6. RESULTS & CONCLUSIONS 27 ‐ the results obtained (server logs & pre- and posttest) show that students played & improved very much their language knowledge ‐ the supervisor could easily access valuable information regarding learning analytics & assessment ‐ the webportal helped to early identify those students who had difficulties & needed more personalised feedback
  28. 28. -the results from our interviews with the students underlined the importance of giving them enough guidance on how to make the most of the app for their learning. -the need to integrate students directly in the development process. -students enjoyed the app more in the second year due to the extensive training sessions. 28
  29. 29. 29 • Implementation of the system to allow users to improve reported definitions. • Multi-Player-Mode. • Other plataforms: iOS, Windows Phone • Integration in LMS: moodle, SNS, etc. 7. FUTURE WORK
  30. 30. 30 QUESTIONS/ SUGGESTIONS? Thank you for your attention!
  31. 31. If you -as a teacher or designer- have any suggestions on how to improve and implement the APP please contact us: anke.berns@uca.es manuel.palomo@uca.es juanma.dodero@uca.es 31

Notes de l'éditeur

  • Parches planeados para actualizaciones con futuras iteraciones.

    Docente podrá conocer los fallos de los alumnos con antelación.

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