CHECKPOINT 1
EXAMPLES OF DIGITAL LANGUAGE LEARNING MATERIALS
Online News |
BLOG |
Prezi |
Garageband |
Tumbler |
Youtube |
Skype |
Second Life |
Glogster |
Wordcharm |
Comic Strip |
Checkpoint 2
SLA Theories
-Behaviorist
theory
-Interactionist
theory
-Innatist
theory
Principles
-Materials
should achieve impact.
-Materials
should help learner to feel at ease.
-Materials should
help learners to develop confidence.
-What is
being taught should be perceived by learners as relevant and useful.
-Materials
should require and facilitate learners’ self- investment.
-Learners
must be ready to acquire the points being taught.
-Materials
should expose the learners to language in authentic use.
-The
learners’ attention should be drawn to linguistic features of the input.
-Materials
should provide the learners with opportunities to use the target to achieve
communicative purposes.
-Materials
should take into account that the positive effects of instructions are usually
delayed.
-Materials
should take into account that learners differ in learning styles.
-Materials
should take into account that learners differ in affective attitudes.
-Materials
should permit a silent period at the beginning of instructions.
-Materials
should not force premature speaking in the target language.
-Materials
should maximise learning potential by encouraging intellectual, aesthetic and
emotional involvement which simulates both right and left brain activities.
-Materials
should not rely on too much on controlled practice.
-Materials
should provide opportunities for outcome and feedback.
-Materials
should help the learners to develop cultural awareness and sensitivity.
-Materials
should reflect the reality of language use.
-Materials
should help learners to learn in ways similar to the circumstances in which
they will have to use the language.
-Materials
should help to create readiness to learn.
Checkpoint 3
http://www.facebook.com/l.php?u=http%3A%2F%2Fwww.wideo.co%2Fview%2F739651382507431223-untitled&h=NAQHBzHdJ |
What is wideo?
An animated online video creation tool that allows you to create, edit & share online videos for free
How to use it?
Teacher can create an animated video based on the topic they want to teach in the lesson. Teacher can create the character and storyboard based on their creativity.
Visual design and outline of why we use wideo
An animated online video creation tool that allows you to create, edit & share online videos for free
How to use it?
Teacher can create an animated video based on the topic they want to teach in the lesson. Teacher can create the character and storyboard based on their creativity.
Visual design and outline of why we use wideo
a) Balance and symmetry
-We
can bring balance to the elements of different sizes by either moving them
closer or
further
from the center of the page.
-Symmetry
is when one half of a visual display is a mirror image of the other half.
-Types
of symmetry: horizontal, approximate horizontal, radial and asymmetry.
b) Emphasis
-
Create dominance and focus in their work.
-
It emphasize on colour, value, shapes or other design elements to achieve
dominance.
-For
example we are using Wideo, so if the background is too colourful
or catchy, so the
color
of the words in the dialogue must be contrast than the background.
c) Alignment
-Alignment
of elements within a screen is important part of organizing and grouping.
-Should
visually maximize differences between text, label and pictures.
-For
the Wideo, the character and the dialogue must be well organised
in able the students
to understand the contents.
d) Unity
-
Relationship among visual elements that helps all elements to work together.
-
Gives a sense of closure or oneness to a visual image.
-
Can be achieved through use of similar shapes, common pattern or use of a
common
background.
Checkpoint 4
CRITERIA OF PEDAGOGICAL USABILITY:
1.Learner control
Break down
the material into meaningful units in order for them to memorize.
2.Learner activity
Teachers as
facilitators producing scaffold medium for students.
3.
Cooperative or Collaborative learning
-Studying
with others to reach a common learning goal.
-The
members gather and structure the information.
-Communication
and negotiation happens when learner tools are offered.
4. Goal orientation
-Best
results can be attained if goals of teachers, students, and learning material
are closely related.
-Students
should have chance to make choices with respect to their course in relation to
goals.
5. Applicability
-learned
knowledge should be transferred to other contexts.
-should be
of appropriate level of the point of view of learners’ learning process.
6. Added value
-In the
form of creative use of possibilities that computers offer.
Computer
assisted learning:
(i)
adaptability
to individual needs.
(ii)
numbers
of flexible options.
(iii)
learning
is controlled by learner, initiated and in the form of learner desires.
(iv)
Consist
of interesting contents.
(v)
Promote
development of communication.
(vi)
Active
participation of students.
7. Motivation
-talks
about intrinsic and extrinsic orientation.
8. Valuation of previous knowledge
-favour
elaboration, contemplation or new issues and analysis of their relationship
with learners earlier knowledge constructs.
-learning
material review central concepts from earlier studies that are important for
understanding present material.
9. Flexibility
-have
diverse assignments in material.
-
adaptable, broadly defined, hence it is easier to fit students’ individual
needs.
10. Feedback
- should
provide encouraging and immediate feedback.
-from
computers- can have immediate response of students’ action.
-from
peers- support reflection given, depends on the quality of interaction.
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