27 Şubat 2014 Perşembe

Three Technologies


Three Technologies

Italkie, at www.italkie.com, is a website that is designed to help foreign language learners improve their speaking skill, and was introduced by Kemal in week 3.  Through the website, after choosing a native speaker of the target language, making an appointment, and deciding on the length of the lesson, learners have their lessons via Skype. Learners in monocultural countries do not have the chance to practice speaking the target foreign language outside of the classroom. Therefore, I believe, this website can be very helpful for English as a foreign language learners in Turkey.  And, I have already shared the URL with my students in class and  recommended it to practice and improve their spaking skill.

Another website which caught my attention by Kemal is popplet at www.popplet.com. Within popplet, students who are learning a foreign language can create mind maps to study vocabulary and grammar.  I think, this website can be  helpful for my students who are learning English as a foreign language in terms of learning vocabulary and grammar by  organizing new words and grammar topics.

Flickr, at www.flickr.com, is another website I was introduced by Gordon King and  I find helpful to use for my EFL classes in terms of practicing vocabulary, grammar or as a warmer or a brainstorming activity before teaching a topic. I believe, through flickr, using visuals to supplement teaching and learning will be motivating and interesting for the students in an EFL classroom.

                                                               References
 
 


20 Şubat 2014 Perşembe

Educational Technologies: Digital Citizenship


This week, while searching for sites on the nine themes of digital citizenship in order to provide my students with useful resources and information, I found two websites on digital health, safety, and responsibility.

In terms of digital health and wellness, after reading Ribble’s statement  “Beyond the physical issues are those of the psychological issues that are becoming more prevalent such as Internet addiction”, I have started to think about my young adult students who overuse the internet and decided to educate myself about the problem in order to recognize the symptoms which will help me understand my students better and help them. After introducing different types of internet addiction, the website gives warning signs, particular reasons for the addiction, the most popular internet activities among students, and some strategies for recovery.  I would use the URL http://www.counseling.txstate.edu/resources/shoverview/bro/interadd.html and prepare a lesson on internet addiction to learn about students’ internet habits and raise their awareness about the problem and then, have a who class discussion about the topic.

Another website I have found valuable for both educators and students is http://www.commonsensemedia.org/educators/curriculum which introduces classroom curriculum on digital literacy and citizenship. “The materials are designed to empower students to think critically, behave safely, and participate responsibly in our digital world”  (commonsensemedia.org, n.d.). What I like about the website is that, it is interactive in nature so that students will be engaged actively and interested in the lesson.  After watching videos, students reflect on them, discuss, and share their own experiences.  Another great thing about the website is that, lesson plans are ready to be downloaded and printed but if needed, lesson plans can be adapted to different age groups.

References



Ribble, M. (n.d.). Nine elements: Nine themes of digital citizenship. Retrieved May 30, 2012,  from http://www.digitalcitizenship.net/Nine_Elements.html

 

 

 

 

 

 

 

6 Şubat 2014 Perşembe

Educational Technologies- Games, Simulations, and Virtual Environments


Teaching English as a foreign language to young adults, I observe that almost all of my students are very much into playing video games either during break times or even in class time.  I strongly believe that “identifying students’ passions and using them as a vehicle for relating academic content,” (Squire, 2011, p. 46) plays an important role in learning.  Therefore, games, simulations, and virtual environments can be employed to motivate and promote students’ learning English as a foreign language.

One game that my EFL students enjoy and learn from would be SimCity. “In SimCity, you are the mayor of your very own city. You’re the one who draws roads and zones and manages everything from health and safety, to education, industry and beyond” (www.simcity.com).  After presenting the simulation software to students in the multimedia lab and students learn how to play SimCity, one of the ways that I would use SimCity would be asking students to build their own simulation city in collaboration within their assigned groups in which they play the mayor role of the city and design their city the way they like.  This is when the simulated city will become students’ learning environment while they are having fun playing the game.  After that, students will be working on their assigned topic in which they will present their simulated city to class in groups in the multimedia lab so that the rest of the class will be able to monitor the presentation on the computer screens in front of them. Doing so will lead to interaction between listeners and presenters with the help of question and answer time.  Another way I would use this game would be an in-class writing assignment. Based on a problem scenario that I would  create, I would ask students to use certain target language structures and write a response letter in order to solve the problems in the city as a mayor.  With the creative problem solving objective in mind, I would incorporate the SimCity game in my writing class.  Besides, knowing students’ interest in playing video games they “will willingly write and read texts that are far more complicated than texts about topics that they are not passionate about” (Squire, 2011, p.46), I would be giving them purpose to do the assignment.

Olsen (2009) tells us that “The difference in many of today’s educational games is that they are online and social, allowing children to interact and collaborate to achieve common goals”. With this in my, I would introduce Games Mechanic to the students in order to “learn to design video games” (http://gamesmechanic.com). To promote learning through playing, I would assign students to make their own vocabulary game by creating a crossword puzzle on Games Mechanic for revision purposes and than share the game with their classmates for the purpose of interaction while asking and answering each others’ questions in order to complete the puzzle. By playing this game, I want students realize that vocabulary is something that needs to be reviewed instead of memorizing right before the exam.  Therefore, Games Mechanic can allow students “develop deep relations with the knowledge that’s there” (Laureate, 2012)  while having fun.


References

Gamestar Mechanic. (n.d.). Gamestar mechanic. Retrieved from

http://gamestarmechanic.com/faq/page/1

Laureate Education, Inc. (Executive Producer). (2012b). Learning through games. Baltimore, MD: Author.

Olsen, S. (2009). Educational video games mix cool with purpose. Retrieved from

http://www.nytimes.com/2009/11/02/technology/02games.html?_r=0

SimCity (n.d.)http://www.simcity.com/en_US/faq

Squire, K. (2011). Video games and learning: Teaching and participatory culture in the digital age. New York, NY: Teachers College Press.