Tuesday, May 7, 2013

Global Resources in ESP: Current Developments in English for Academic, Specific, and Occupational Purposes

Posted on 7 May 2013 by Kevin Knight

At the TESOL convention in Dallas in March 2013, the academic session of the ESP IS created by the current chair, Yinghuei Chen, was titled “Developments in ESP Pedagogy Around the Globe.” As a member of the audience and a last minute speaker in that session, I had the pleasure of learning about how ESP is seen and taught in various EFL contexts. Moreover, in the IATEFL-TESOL intersection on ESP orchestrated by the immediate past chair of the ESP IS, Najma Janjua, where I was also able to participate as a speaker, I learned more about how ESPers around the world were doing ESP.

I had a similar adventure reading the following publication featuring the articles of IATEFL ESP SIG members: Krzanowski, M. (Ed.) (2008). Current developments in English for academic, specific, and occupational purposes. Reading, UK: Garnett.

As a bit of background, when I was chair of the ESP IS, I was able to work with Mark Krzanowski, who was Coordinator of the ESP SIG at the time, to launch a speaker exchange between the two ESP groups that was sponsored by the British Council. The speaker exchange has continued, thanks to the ongoing financial support of the British Council, and in 2013, Prithvi Shrestha, who is co-coordinator of the ESP SIG, came to Dallas, and Kristin Ekkens, who is chair-elect of the ESP IS, went to Liverpool.

Among the locations of the authors of the articles are Austria, Bangladesh, Cuba, Croatia, Italy, Kenya, Malaysia, Montenegro, Nigeria, Pakistan, Russia, Taiwan, Turkey, the United Arab Emirates, the United Kingdom, and the United States. As Mark writes, the publication “is a collection of papers which reflect the diversity and multiplicity of strands that international EAP and ESP practitioners of the 21st century are engaged in across all continents” (p. 2).

In the publication, EAP (English for academic purposes) refers to university settings but not academic subdisciplines. ESP (English for specific purposes) includes training in the academic subdisciplines, such as medicine, and in business contexts, such as English for aviation. EOP (English for occupational purposes) falls under ESP or stands alone.

The articles consist of academic research followed by an activity that is relevant to the context of the author. The book does not follow the format of TESOL’s English for specific purposes (2002) edited by Thomas Orr, which looks at programs in educational and workplace contexts. Therefore, one has the sense that the authors of the articles are not only teachers/trainers but also researchers and that the activities presented are grounded in research.

From a principled ESP perspective, which holds that ESP programs should be designed to meet the immediate needs of adult learners for English as a communication tool in academic or occupational settings, the book does not provide sufficient guidance in acquiring stakeholder agreement in creating and implementing programs. However, for ESPers who are interested in how ESP is perceived and taught around the world, this is an important text because it is provides authentic activities supported by research.

If you want to get a sense of how ESP is conceptualized around the world, check out the book! It could also help you better understand the contexts and academic professionalism of IATEFLers and to brainstorm activities supported by research.

If you want to get a sense of how ESP is conceptualized around the world, check out the book! It could also help you better understand the contexts and academic professionalism of IATEFLers and to brainstorm activities for your own students.

************
All the best,
Kevin
About Kevin Knight

Kevin Knight (doctoral candidate in Linguistics, MBA, MPIA) is Chair of the ESP IS (2011-2012) and will become Immediate Past Chair (2012-2013). He teaches English for specific purposes (ESP), business, and organizational leadership in the Department of International Communication (International Business Career Program) and the Career Education Center of Kanda University of International Studies in Japan. He has over 25 years of experience during which he has worked for private, public, and academic sector institutions including Sony and the Japan Patent Office. His doctoral research is on leadership communication and development.**

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How to Use Wikipedia as a Teaching Tool: Adrianne Wadewitz


By LIZ LOSH May 6, 2013

Wikipedia is often not thought of as a platform for pedagogy, since so many teachers explicitly tell their students to steer clear of the site as a source of information. However, as a site for learner-driven inquiry and informal education, it is without question the chief reference point for many discussions from matters of general knowledge to areas of arcane expertise.

Adrianne Wadewitz would like to provide more explicit instruction about not only reading Wikipedia but also writing Wikipedia in the classroom context. She has helped write a helpful brochure from the Wikimedia Foundation on “How to Use Wikipedia as a Teaching Tool” to provide more opportunities for classrooms to engage with the popular collectively authored online reference work. Wadewitz has authored the bulk of several large Wikipedia entries based on credibility that she earned contributing her labor to smaller edits over the years and advises others to learn the craft of collaborative editing before tackling major writing projects.

Wadewitz has provided workshops about effective Wikipedia interventions at more than a dozen institutions in recent years. She sat down for an interview shortly after leading the Global Women Wikipedia Write-In at UCLA, which she described as an important event as a model for everyday civic engagement as “a type of writing into history and into the current record what we value in our world.” (More information about the event is here at The Chronicle of Higher Education.

When asked to identify the most common mistakes instructors make when assigning students to contribute to Wikipedia, Wadewitz argued that “the biggest one is not understanding that the encyclopedia is made up of editors.” While an “old-fashioned” reference work like Britannica can be approached naively as “just entries that you go to and read” without serious consequences, “the essence of Wikipedia is the community,” which means respecting “its efforts” and understanding how “a global group of editors” might “work collaboratively” and “to think about it ahead of time.”

Wadewitz described a wide range of successful prompts for teachers and instructors. She characterized the most common assignment given to students as “to research a topic and write an article – for example in a neuroscience class.” Such assignments might replace a conventional research paper. However, although many of the norms about writing and editing already in place in a traditional classroom setting are transferable to Wikipedia, significant adaptations are usually necessary, and instructors need to allot enough time for the task as a capstone assignment meriting sustained attention.

Such assignments aren’t limited to college students, according to Wadewitz. “We’ve had high school teachers do Wikipedia projects. The ones I’ve seen are in the sciences, such as researching a particular insect or bird.” These assignments benefit from the fact that there is a “strong structure” existing for such entries, and students can “go out and take pictures” and collect information about habitat, diet, or reproduction from other sources. Such assignments model “how you learn biology” and can “make them little scientists.” Furthermore, learning about the scientific literature describing a particular animal is often manageable for students as young as the 10th grade and generally requires less expertise than a topic like DNA biochemistry.

Wadewitz also described assignments that ask students to “read an article and figure out what is missing,” since the “most common error” in Wikipedia articles is “that they are incomplete.” She recommended going to the talk page of the article to find out if editors have already identified potential shortcomings for future work.

In addition to figuring out what kind of information should be in the article, Wadewitz argued that “copyediting typos” and “fixing spelling mistakes” was hardly a trivial matter. For example, although sentence level work might sound insignificant, “making all the pronouns in an article gender-neutral” might be “a very important change to make.” Furthermore, as Wadewitz pointed out, “there is nothing like copyediting to make you a better writer, and there is nothing like practice to improve writing.” She describes how “even 10-13 year olds will write every day on Wikipedia” and make substantive contributions about movies and videogames.

Wadewitz observed that “multimedia is one of the places where people can contribute the most by Wikipedia.” Because all images must either be covered by a Creative Commons share-alike license or be in the public domain, it can be difficult to locate usable primary sources “in the world of the web.” This requires helpful editors to create images, maps, or diagrams, such as those of the human body. Such content “would need to be created by users and donated,” which can be tricky when such illustrating know-how is not common. Similarly, “recordings of music under copyright unless people donate them.” (Rights regarding composition and rights regarding performance can make musical licensing very tricky, of course). In particular, she noted how useful it can be to have “videos illustrating dance steps,” because “a little video clip that someone has donated makes the dance moves much clearer.” Compared to commercial reference works, Wadewitz said Wikipedia was “poor on the multimedia side since it can’t license content” in the way profit-earning sites can.

When asked to identify common mistakes made on the side of instructors, she pointed out that “not taking enough time to design an assignment” could be a fatal error committed by novices, particularly those who are excited by the potential for participatory learning. Diving right in and learning by trial and error “works for a lot of technology,” but “with Wikipedia you are engaging with a lot of people on the other end,” so you need to articulate feasible learning goals that respect existing community practices.

Although a brief Wikipedia article might seem to be easier than “a twenty-page research paper” to compose, it is actually “extremely difficult for students to write an article” in its entirety, even if the instructor generates “a timeline for students and tells them exactly what is expected of them,” since “there are many skills to learn, much preparation required, and everybody’s learning.” She warned that students know more about composing in familiar genres such as the academic essay and often don’t recognize conventions in Wikipedia articles.

(With my own Wikipedia assignment for UC San Diego first-year students, I only ask students to create an article appropriate to Wikipedia rather than have them edit “live” on the site. I find that just locating appropriate Wikipedia articles to link to can be challenging, even with a classroom practice lesson on working with hyperlinks as a warm-up. As an alternative, instructors can have writers practice in a Wikipedia sandbox site where their novice status is less likely to raise the ire of more experienced editors).

Wikipedia and Women

In arranging these recent “Wikistorming” events on different campuses, Wadewitz specifically has been advocating for Wikipedia edits that target feminist concerns. As she explained, “the point of doing feminist outreach is you need to find not only women but also feminists. Right now only 10 percent of editors are women, but just because we recruit more women doesn’t mean we recruit more feminists.” In considering who gets “written out of history” she wants to encourage active questioning of “the structures of knowledge.” She reminded readers that feminists can be male or female as they offer “new perspectives” rather than merely “replicate the structures of the past.” Specialized databases behind paywalls may make this information available to scholars, but the common knowledge that drives many Wikipedia searches isn’t well served if information isn’t free.

Such activism poses a potential problem for Wikipedia’s dictum about “no original research,” but Wadewitz argues that Wikipedia templates and conventions are capacious enough to cite new kinds of sources and to incorporate new information to build a better global reference work than existing print sources. She admitted, however, that “every edit is political,” because “you can’t put in every piece of information and you can’t use every source.” For example, her entry on the female rock climber Lynne Hill included a section about gender politics, and she arranged Hill’s story about being discriminated against with a whole section devoted to the topic, “because I study gender and think about it in this way.” Her entries on Mary Wollstonecraft and Jane Austen “would have looked different” if generated by another scholar, but she asserted that her approach was actually more consistent with the Wikipedia philosophy governing men’s entries by going beyond biography to address the contributions made by these women’s work as writers. In a recent blog post she described the work being done and yet to be done to address the gender gap in more detail.

Many people have only become recently aware of these issues because of the recent Op-Ed piece in The New York Times that blasted the site for taking notable female authors out of the listings for “America Novelists” to consign them to “American Women Novelists” and making the “American Novelists” page effectively all male. Wadewitz emphasized the fact that “Wikipedians were actually being reasonable” by deliberating about the issue and reaching a gender neutral solution with almost unanimous agreement, although she does not regret the fact that the snafu “generated immense press interest in the problem of gender on Wikipedia.”

You can see photo documentation from one of Wadewitz’s Wikistorming events here.

Banner image credit: Europeana Fashion http://www.flickr.com/photos/europeana-fashion/8580516618/in/photostream/

Secondary image credits: Adrianne Wadewitz and AJ Strout. The second of the two images includes, from left to right, Ari Schlesinger, Hana Wuerker, Susie Ferrell, and Sophy Cohen taking part in a Wikipedia editing session led by Adrianne Wadewitz.

Thursday, April 25, 2013

What Will It Take to Bring Mobile Ed to the Developing World?


 By 
In developing countries, where smartphones and dependable cellular networks are still scarce, it’s been difficult to gauge the real impact of the mobile education movement. But with the combination of different factors — the advent of new technology, decreased pricing for data, a worldwide lust for mobile education, and a persisting patience for smaller screens and lower connection speeds in nations where there is little alternative — the landscape in developing countries may be at a tipping point.

Nickhil Jakatdar, who founded the mobile video company Vuclip five years ago, said the stakes for mobile phone users in developing countries are high.
“It’s almost like they’re evolving in a different way,” Jakatdar, a native of India, said of people who use lower-end mobile phones in the developing world. “When they see a small screen, they don’tjust see a small screen. They see a great opportunity.”

“By no means is that experience (on low-end devices) what you would get on an iPhone,” Jakatdar said. “But it’s way better than what one can imagine when one thinks, ‘Oh, it’s a small screen on a lower level network.’”Vuclip already has about 45 million unique monthly users who log onto the company’s platform to watch mobile videos that automatically adjust their resolution and other features based on the level of each user’s network and device, especially for those with low-end devices.
The potential is huge for education-related content, he said. Though Jakatdar isn’t pushing for mobile learning to replace formal schooling where the latter is available, he said for users who can’t afford a face-to-face secondary or post-secondary education, or who want supplemental help in learning that videos can provide, the service could be beneficial.
Another factor that’s shifting the landscape is availability and cost of data. While data in developing countries has traditionally been more expensive for users to purchase than in developed nations, its price appears to be falling more rapidly during the past 12 months, Jakatdar said. Further, he said selling data in a packet model format similar to how it’s sold to smartphone users in the United States and other developed nations is gaining steam. That in turn may encourage users to have less concerns about the amount of data they consume, and thus seek more video content.
A report from the International Telecommunication Union released last October found the cost of data to drop about 30 percent worldwide between 2008 and 2011, though it actually dropped more substantially in developed nations than in developing ones.
With Vuclip following the two-tiered model that has become a standard for many startups—offering free services to most users while charging users who wish to purchase premium content and features—the hope appears to be that delivering educational content to developing countries will drive up the company’s user numbers, while assisting an educational shift Jakatdar says is coming.
“I still am not sure whether a full-blown education on mobile (technologies) is going to be on the cards in the next few years,” Jakatdar said. “That seems like a little bit of a stretch practically. But I definitely see mobile being a greater supplement to education taking off.”
Vuclip’s data on its users shows that even low-end mobile devices are far from being commonplace worldwide; Jakatdar said about 70 percent of the company’s visitors are male, and in some regions—particularly the Middle East—skew toward the middle and upper classes. But in India, a nation that accounts for more than a quarter of the company’s monthly traffic, users run the gamut of socioeconomic classes, and in the U.S., users are more likely to be from low-income communities, he added.
Jakatdar says he still sees other shifts that need to happen before that vision is realized. For one, he says educational video publishers will need to shorten more of their clips into the two- to three-minute range that is more accessible for viewers.
“That seems to be the sweet spot of what a consumer can consume at any one stretch,” Jakatdar said. “The two-to-three-minute clip I expect will remain popular for quite some time.”
MOBILE EDUCATION TRENDS
As Vuclip announced earlier this month the launch of their new educational video portal, which will feature a growing collection of free online content from the Khan Academy and other authors, it also produced survey data that Jakatdar says shows a widespread belief in video as an opportunity for education.
In the survey of 80,000 Vuclip users, more respondents indicated they would prefer to use their mobile phones as their primary source for obtaining an education than indicated a preference for a traditional brick-and-mortar school. While Jakatdar concedes those results may partly be a function of who is using Vuclip’s technology, he said it also points to the expense of formal education in the developing world compared to the dropping costs of data consumption.
Other results from the company’s survey:
  • 35% of American respondents say that learning on their mobile phones would be their top choice for learning, compared to 30% who indicate that school would be their ideal channel for education.
  • 54% of Americans said they would be “very interested” in receiving education via their mobile phones and an additional 21% said they would be “somewhat interested.” For males under 17, the percentage of those “very interested” grows to 62%.
  • 41%  of Americans said career development is the number one learning goal.

  • http://blogs.kqed.org/mindshift/2013/02/what-will-it-take-to-bring-mobile-ed-work-to-the-developing-world/#more-27178

For Storytelling Projects, Cool New Multimedia Tools

By 

Writing will always be important, but weaving text, images, sound, and presentation together can give students more and different ways to express themselves. Easy-to-use online tools allow students the opportunity to create multimedia projects that demonstrate knowledge and develop useful skills. Check out these new three tools on the scene.
zeega
MEOGRAPH
Launched less than a year ago, Meograph lets users create professional-looking multimedia presentations using video, audio, images, text, timelines, maps, and links.
Users create Meograph “moments” by uploading photos, videos, text and add voice narration to accompany the visuals. The moments can also be tagged with location, date, and time. Once allthe moments have been collected, they can be shared through social media sites or embedded into websites.
First used by news outlets to tell stories using multimedia, Meograph is now being leveraged by teachers and students, too. The company is now offering tools specifically requested by teachers, with paid license fees. The one-year licenses, which cost $19.99, $29.99 and $39.99, are offered at three levels with different features, including the ability to add sub-accounts under the teacher’s name to protect student privacy. With the sub-account feature, students under the age of 13 can sign up.
The new licenses also provide more subtlety in the privacy of publishing. For example, in the most basic version, a project is either private or public. In the licensed version, a student can publish a project so only a teacher can see it. Meograph has also made it possible for groups to store work in the same place.
ZEEGA
Zeega allows users to create an interactive web-based story, pulling content from online sources, including photos, music, animated GIFs, and videos. Once a project is completed, viewers click their way through each story, one webpage leading to another, whether it’s a series of GIFs, or captioned photos, or just plain text. 
Jesse Shapins, the company’s CEO, teaches at Harvard’s Graduate School of Design, so word is getting out in higher education circles, but it’s slowly reaching K-12 educators too.
The tool is free to individual users and will stay that way, according to Shapins. Zeega is still considering whether to charge larger scale publishers — like media organizations — a licensing fee.
WEVIDEO
WeVideo is primarily a video tool, allowing users to upload media clips, move them around easily, and edit them. What makes this tool unique is the ability for several people to collaborate at the same time. Users can choose from themes that give videos different moods, similar to settings on Instagram. One very handy feature is WeVidoeo’s Google Drive App, which allows users to store projects in Google Drive.
ComparativeChartofVideoTools
While there is a free version of WeVideo, the prices rise steeply for licenses that let users do more. The free version only allows for five gigabytes of storage and fifteen minutes of exported video. Also, the company’s watermark appears on the video. For $49.99 a year the watermark goes away and users get more of everything. And for $99.99 per year a user can make bigger and better projects, with more collaborators and better image resolution.

Is It Possible to Measure Creativity?


By Elizabeth Blair, NPR
Let’s start with a question from a standardized test: “How would the world be different if we all had a third eye in the back of our heads?”
It’s not a typical standardized question, but as part of the Next Generation Creativity Survey, it’s used to help measure creativity a bit like an IQ test measures intelligence. And it’s not the only creativity test out there.
So why bother measuring creativity? James Catterall, a psychologist and director of the Centers for Research on Creativity in Los Angeles, says the simple answer is that if society, business and education demands it, then we need to know when it’s happening; otherwise, we’re just guessing when it’s there.
He says, “Measuring is an important aspect of knowing where our investments pay off.”
Troublemaker Or Misunderstood Creative Genius?
In the late 1950s, a man named E. Paul Torrance was similarly interested in children’s creativity. Torrance was a Georgia farm boy-turned-psychologist, and one of his first jobs was working with boys at a military academy. It was there that he began to see creativity as something that wasmisunderstood. Bonnie Cramond, director of the Torrance Center for Creativity and Talent Development at the University of Georgia, says a lot of the boys Torrance worked with were thought to be troublemakers.
“They were high-energy kids with ideas,” she says, “and those don’t always fit into a very structured school situation. And so [Torrance] did a lot of research in how, for example, teachers much prefer highly intelligent kids and often don’t like highly creative kids because they are harder to control and they’re misunderstood.”
Torrance set out to change that, or at least to prove that creativity was as important as intelligence, not just in the arts, but in every field. As part of that mission, he devised a number of ways to test for creativity. Today, the system he created is called the Torrance Test.
Rewarding The ‘More Elaborate Route’
Janet Stanford is the artistic director of Imagination Stage, a professional children’s theater company and arts center in Bethesda, Md. She says when she first heard about the Torrance Test, she was skeptical. “Initially I thought, as many people do, ‘Well, creativity is not something you can measure. It’s this sort of wonderful gift and let’s not question it too carefully.’ ”
But Stanford was curious, so she ordered the test packet anyway, and she also got to see some of the results. In the “figural” section of the test, there’s a page with a large, black egg shape in the middle. Test-takers are asked to make a picture out of it that “no one else will think of.”
“One little boy created a cave out of it,” Stanford remembers. “He put a cliff around it, and so there was a ladder going up to this hole as if it was a great cave. And then there was a Martian or some kind of alien spaceship in the air, and this little boy who was hiding from the aliens. I mean, the world that he created was complete.”
Stanford was intrigued enough that she asked her entire staff to take the test. There was some resistance at first, but then a few members like Lauren Williams learned to grade the test. Williams says that for a test about creativity, it has a lot of unexpected details. Take, for example, the test’s “resistance to premature closure” section, where test-takers are asked to turn lines on the page into a picture somehow. “They look for people who choose not to take the quickest way and to choose a longer, more elaborate route instead,” she says. “And you get points for that.”
Shining Light On A Hidden Problem
The Torrance Test has been translated into several languages and is mostly used for admission to gifted and talented programs. But other creativity tests are also in the works — James Catterall and his team at the Centers for Research on Creativity are still tweaking theirs.
Catterall says they made an interesting discovery while they were testing out their survey: Elementary school kids scored better on it than high school kids did. “I think the expression that many people use is that the schools have a tendency to suck the creativity out of kids over time,” he says.
And that’s a problem — a problem that will require enormous creativity to solve.

Teachers, Students, Digital Games: What’s the Right Mix?


By Holly Korbey
When St. Louis fifth-grade teacher Jenny Kavanaugh teaches history, she uses her laptop to look at a map, or to give kids a virtual tour of the historical landmarks they’re studying. “Students can interact with history in very cool ways online,” she said.
But when it’s time for math, she puts the computer away. Even though Kavanaugh thinks technology is a great tool to enhance and deepen certain lessons, for drill and practice of key concepts in class, she finds one-on-one practice to be much more effective than its technological equivalent – digital practice games.
“The goal is that a student can do division problems with speed and accuracy, and can also describe to me exactly what division is,” she said. “I have found that my advanced students can move past division of fractions in the online game, indicating mastery, but when I ask for a verbal description of what it is they are really doing – what is the division of fractions, or when would you use that in the real world? – they have no idea. I think that the rote practice is wasted time if the student does not have that conceptual understanding first. Many online games do not teach that part of math as well.”
“The best, complex games require specialized teacher knowledge, interest and skills to use effectively.”
While experts like Gary Stager, founder of theConstructing Modern Knowledge Summer Institute, recommend that computers be used to add “deep and meaningful experiences” to teachers’ lessons, much of what the 91percent of teachers with access to computers are doing may be just the opposite.
According to a recent teacher survey conducted by PBS, 43 percent of classroom computing goes to playing educational digital games, while a Joan Ganz Cooney study showed that nearly 50 percent of teachers use digital games in class. But with nearly half of all classroom computer time dedicated to games — many of which are played to reinforce basic skills like phonics, spelling or multiplication tables — some teachers are wondering if games really are innovative techniques used to enhance student learning. Or are they just flashy, colorful ways of dishing out more of the same?
While Kavanaugh encourages online games for students’ home practice, especially for math, in the classroom she thinks that old-fashioned interaction between humans makes for deeper understanding. She says, in her experience, kids are learning more math from hands-on activities than computers. “What they truly love is to get out of their desks and act things out,” she said. “I think many technological learning tools seem to bring out…how do I say this?…a backseat way of thinking from my students. Part of their brains seem to disconnect.”
Kavanaugh observes that when her students are up doing an activity or engaging in serious problem-solving, they’re much more proactive and aggressive with their learning, and with the things they produce. “Imagine the difference between a student who’s playing an online math video game and a student who’s sitting in a small group with a teacher, working out problems and receiving immediate, individualized feedback and guidance,” she said. “There is no comparison.”
When comparing digital learning games to teacher instruction, the first thing to realize, said Marc Prensky, author of Teaching Digital Natives, is that not all games are created equally. “Games, like teachers, come in a wide variety of ‘goodness.’ Unfortunately, most games are not good. In fact, most are bad, often drill in disguise.” The second, Prensky pointed out, is that teachers may not necessarily know how to use games in classrooms most effectively. “There are many ways to do this [use games effectively], but letting kids sit and play games individually is not one of them. The best, complex games require specialized teacher knowledge, interest and skills to use effectively.”
Prensky said another question teachers need to ask when looking at using online games in class is what they want students to get good at. For teaching curriculum, he said, there are very few games that do it well. “This is partly because games lend themselves to skills rather than stuff, and the curriculum is mostly about stuff. In games, ‘stuff’ is learned—as it is in life outside school— mostly incidentally, as background to achieving goals. So, for example, l know that the capital of Sri Lanka is Colombo because I chased Carmen Sandiego there.”

DIFFERENCE IN QUALITY

One game that holds the promise of achieving all the complex goals educators is SimCityEDU, the learning version of the popular city-management game due to be released in the fall of this year. Michael John, Game Director for GlassLab, the nonprofit creating the game, said that, in reality, most practice games are not that fun or interesting for kids. “I would say that most of the drill-type games I have seen and played have fallen very far toward the Tetris end of the spectrum. They’re repetitive, self-similar, and to be honest, pretty dull.”
But as a learning game, SimCityEDU wants to offer much more than drill — student players will be assessing data, interpreting information, taking documentation, and like many complex games, will have the ability to level-up when certain skills are mastered. The game has the ability to make formative assessments along the way that are also aligned with Common Core State Standards; teachers can use an online tool to see whether children have mastered the necessary skills.
It’s the ability to gather such specific data, says Nashville elementary educator and ed tech writer Dan Nemes, that makes online learning games so helpful, even the drill-and-practice kind. As far as being innovative on the learning front, Nemes questions whether a computer game can really replace a great teacher, but acknowledges that not all children have access to a great teacher.
“That question of environment is the real kicker,” Nemes said. “Ed Tech provides access. That can’t be argued. Many of the folks who are developing programs to help children learn are, in my view, saying, ‘The offline world has failed a large number of children. Children don’t have the space and time and tools they need to learn, so I’ve created a virtual world in which they can learn.’ They want to leverage data and ready-made lessons (some of them made by great teachers) to lessen the inequality so many children face.”
The most effective use of the iPad is not digital games, but more hands-on techniques, like using apps that build presentations or take video and slow it down to demonstrate a particular physics concept.
Michael John is quick to point out that SimCityEDU, or any learning game, no matter how challenging and complex, is in no way out to replace individual attention given by real teachers, and called the idea “folly.” He said the game “should work in tandem with a human teacher, and we are investing a lot of creative and technological energy in creating views for the teacher into the students’ activity and even giving them some control over that activity – the ideal learning environment is assumed to be in the presence of a human teacher. So the audience for our formative assessment data, even if it works perfectly, is the teacher every bit as much as the student.”

MORE RESEARCH NEEDED

As we are just entering the era of digital games and learning, research is still scant. The Joan Ganz Cooney Center recently released an in-depth analysis of how schools are using games for learning, and other organizations are starting to tackle this broad, complicated subject. Williams College sophomore Mpaza Kapembwa is part of an education class that received a Verizon grant to write a fourth-grade science curriculum for low-income students using iPads, recording whether or not students are more engaged when using the iPad versus non-digital methods. The most effective use of the iPad so far, Mpaza said, is not digital games, but more hands-on techniques, like using apps that build presentations or take video and slow it down to demonstrate a particular physics concept.
But this summer, Mpaza’s research will focus on turning all physical worksheets into practice on the iPad, and will inevitably turn part of the curriculum toward digital games. “We are very cautious not to replace one with the other, it’s very challenging because when they’ve got the iPad in front of them, they just want to play,” he said. “We do let them play in the very beginning, but then try to get them used to the fact that this is not a toy. This is work.”
Dan Nemes agrees that, when kids are playing games on iPads or other digital gadgets, it can be hard for them to remember that they are working — a different but important kind of “backseat thinking.”
“Even at its most active, swiping and clicking are passive approaches to learning,” he said. “Using a pencil — the smell of the wood and lead, the indentation on your pointer, the sound of the scratch on the page — gives a child the sense of doing hard work. And learning is hard work. The tools children use to manipulate and change the world and their own neural pathways should reflect the profundity of that phenomenon; we should have some blisters, form calluses, break a sweat. Computer games don’t demand that from children.”
The feeling of work, Michael John said, is important to kids when playing a digital learning game, too, something they found out when testing SimCityEDU on middle schoolers. And that work feeling may be what helps kids distinguish between entertainment games and ones that are for learning. “If they understand that their role is to learn, and to think in the context of school, they seem to be almost primed with an expectation of a higher workload.”
Even as he innovates new ways of using digital games expressly designed for student learning, John’s overall comments on learning and gaming seemed to reflect a feeling that computer games, whether drill-and-practice or complex, are meant to enhance, not replace, other more human learning experiences. He doesn’t seem at all concerned that drill-and-practice digital games will replace hands-on teacher-led techniques. Nemes’ comment about the sensory experience of holding a pencil was quite personal to him, and John called it “poignant.”
“As an old-school game designer, I am accustomed to doing my work on graph paper and using mechanical pencils.” While John has come to accept that all of his games are now programmed using spreadsheets and vector drawing software, he also understands the value of hands-on. “I do still value the tactile sense of the pencil however, and keep a pad of graph paper on my desk at all times, and I hope that at least for me, that never goes away.”

Wednesday, April 24, 2013

10 English Phrases for Being Rich and Poor

Ekspresi yang dipakai untuk sesuatu yang berhubungan dengan keuangan.


1 – I’m short on cash / I’m hard-up / I’m broke.
These phrases are used to describe having very little money. “I’m broke” implies that you have no money available.
2 - My bank account is overdrawn.
When you have no money in your account, and you try to take out more money, we say the account is “overdrawn.”
3 – The company went bankrupt.
To “go bankrupt” means that you don’t have enough money to pay for your financial obligations. A company or a person can go bankrupt. When a company goes bankrupt, it usually shuts down.
4 – He earns minimum wage – he’s just scraping by.
“Minimum wage” is the minimum salary required by law, and “scraping by” means barely managing to survive with very little money.
5 – We’re pinching pennies / scrimping and saving this month.
The expressions “pinching pennies” and “scrimping and saving” mean trying to save money when you have very little money available. It means making changes to your lifestyle to reduce your expenses as much as possible.
6 – She’s quite well-off / wealthy.
Describing someone as “well-off” or “wealthy” means the person is rich. You can also use the word “well-to-do” as an adjective: “My neighbor is a well-to-do businessman.”
7 – They’re loaded / filthy rich.
Both “loaded” and “filthy rich” are slang words that mean a person is extremely rich.
8 – He inherited a fortune.
If a friend or family member dies and gives you their money, you have ”inherited” the money. A “fortune” is a large amount of money.
9 – She’s raking in the money/cash/dough.
If a person is doing something that is very profitable and earning a lot of money, you can say they are “raking in” the money. “Dough” is a slang word for money.
10 – That’s an upscale restaurant.
Describing a place, brand, or product as “upscale” means it is designed for rich people.
Share and Enjoy It.



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10 English Phrases for Being Rich and Poor (Espresso English)

Sunday, April 14, 2013

Beyond Q+A: Six Strategies That Motivate ALL Students to Participate

FEBRUARY 25, 2013 | MADDIE WITTER

Do you have students who rarely raise their hand when you ask a question? When I think back about kids in my classroom who didn't participate at first, I remember Jared and Maya (whose names I changed). Jared was polite, listened to his classmates, and did his homework. But when I asked questions or set up class discussions, Jared remained silent. Maya was really creative and an avid reader. She also didn't participate, frequently had her head down in class, and was reluctant to start work. Some of our students might sit quietly through each lesson or be visibly disengaged. Maybe they don't understand the lesson, are embarrassed, or hesitantly wait for another peer to share. Jared and Maya certainly aren't unique.

I often visit classrooms where I see teachers employ lots of Q+A. Asking questions and calling on raised hands is one way to check for understanding. But Q+A doesn't access 100% of our kids -- especially not kids like Jared or Maya.
How can we get our shiest students, or even our student with her head down in the back of our class, participating? While cold calling, randomizers or pulling a Popsicle stick will ensure students are equally called upon, some students find that approach frightening or annoying. Below are strategies you can try in your class tomorrow that will motivate your Jareds and Mayas to participate.

1. Three Seconds According to researcher Mary Budd Rowe, the average teacher waits 1.5 seconds between asking a question and calling on a student. By increasing the wait time to a mere three seconds, the following occurs:
Accuracy increases "I don’t know" decreases Student responses get longer Achievement on tests increases More students participate
I literally count at least three Mississippis in my head after asking each question.

2. Hand Out Questions in Advance Pre-plan a few questions that you want to ask (Saphier and Haley, 1993), write them on slips, and hand each student one question at the beginning of class. Once it’s time to ask the question, reach out first to the kids who had the question, then to the rest of the class. Try dividing the class into the groups whose members had the same question so that they have a chance to chat first before sharing out.

3. Anonymous Questioning Companies like Socrative and Infuse Learning have designed software to check for understanding that can be accessed via smartphone, tablet or laptop. You can incorporate all types of questions from multiple-choice to short answers, and responses can be anonymously represented via graph. You can then make informed decisions with rapid, real-time data. Kids love it because they get to use technology, feel safe and get immediate feedback.

4. Choice Questions It's important to incorporate questions that have more than one right answer, but broad, open-ended questions can be debilitating. Try incorporating some choices or either/or questions.
Instead of asking, "How are you going to solve today's equation?", try "Would you rather use the simplify or guess-and-check method for today's equation?" Instead of asking, "Which character exemplifies what it means to be a friend?", try "Would Charlotte or Wilbur make a better friend? Why?"

5. Snowball to Avalanche In Reading Without Limits, I share a fun kinaesthetic strategy:
Have a really debatable question? Start the discussion. When a student answers, they become a "snowflake." As students agree with the original student, they move their bodies closer to that student to "build on that snowflake,"’ making a snowball. If you choose a great question, there should be several snowballs throughout the room that eventually, if one side is more convincing, turn into an avalanche. Kids will love showing allegiance to their classmates' ideas. And they can definitely change their minds.
As kids show their allegiance, call on different kids to share out why they are taking that particular stand.

6. Estimation Line-Ups Ask kids a question that has a numerical response based on a sliding scale (Kagan, 1994). Place a number line around your classroom walls. Students stand under their number/answer preparing to share why. Fold the line in half so the students who most strongly disagreed with each other now chat before sharing out to the whole class.
"Our scientific hypothesis is that a plant will grow more near the window than in the closet. How many more inches do you think the plant near the window will grow compared to the one in the closet?" "On a scale of 1-5, 5 being 'strongly agree,' 1 being 'strongly disagree,' should Jack and the boys take Piggy's glasses?"
Traditional Q+A didn't help me access all of my learners. The above strategies increased participation in my classroom, giving me more opportunity to check and support understanding. Getting our Mayas and Jareds to develop the confidence and comfort to participate makes a classroom a true learning community that values all, not just some students' thought.

http://www.edutopia.org/blog/6-strategies-motivate-student-participation-maddie-witter?utm_source=dlvr.it&utm_medium=twitter

Thursday, March 7, 2013

Learning about Your Students' Backgrounds


By: ColorĂ­n Colorado (2007)

Where do my students come from?
Watch children's author and literacy advocate Pat Mora discuss how to reach out to parents of ELLs.
The English language learners (ELLs) in your classroom may represent diverse languages and cultures from around the world. The majority of ELL families in the United States come from Spanish-speaking countries in Latin America. These Hispanic families may have many things in common, such as customs, foods, dances, values, and the Spanish language. However, there are also many rich cultural differences within and between countries like Argentina, Mexico, Cuba, and El Salvador.
The more you learn about where your students come from, the easier your job will become. This includes learning more about their language, culture, values, family, and home environment. This knowledge will help you to better support your students in the classroom and to receive more support from home. There are many ways to make this linguistic and cultural diversity a huge asset. Your efforts will also make ELL students feel more welcome.
View a list of the many languages (with percentages) spoken by ELLs in the United States, 2000-2001.


Language
At home, your ELL students and their families communicate in the language they know best. Although there are regional and social variations of Spanish, Spanish is one commonly understood language.
The more Spanish that you know as a teacher, the more you will be able to reach out to your Hispanic students and their families. Even a little Spanish can go a long way. Here are a few things that you can do:
Learn a few basic words and everyday expressions in Spanish
Although it may seem like a small gesture, using Spanish phrases can mean a great deal to your students and their families. Making the effort shows that you respect and value their language. These lists of Spanish/English cognates andcommon classroom words and phrases will help get you started.
Try taking a Spanish class
Learning more Spanish will improve your communication with Hispanic students and their parents. And by going through the process of learning a second language, you will better understand the challenges faced by your students, who have to learn English and subject matter at the same time. You will also become more aware of effective strategies for teaching your students.

Culture
Try to really learn where your ELL students come from. Move beyond the "Latino/Hispanic" label. Is this student a Mexican immigrant or a second generation Mexican American? Is he or she from Central America, a Caribbean island, or South America? Your students and their families have interesting histories and a rich cultural heritage to share.
Here are two things you can do to learn more:
Inform yourself
Read about your ELL students' countries, regions, and customs. You can find information in books, articles, and on the Internet. Even just looking in encyclopedias or travel guidebooks will give you a basic overview of their countries.
Invite their culture into the classroom
Invite students and/or family members for show-and-tell, story-telling, food tasting, dancing, etc. Doing this will likely raise the self-esteem of ELL students and generate greater respect from their peers.



Values
Hispanic families often immigrate to the United States with high hopes for better educational opportunities for their children that can lead to economic improvement. Even if parents do not speak English or cannot read in Spanish, they often share some of the following values and beliefs about education:
Respect for the teacher and school
In Latin America, parents tend to put teachers on a pedestal. They respect education. It is assumed that the teacher's job is at school and the parent's job is at home.
Hispanic parents in the United States care deeply about their children's education, but they may not be used to taking an active role. It is up to you, the teacher, to explain that in the United States it is common for teachers to welcome and invite parents to be in touch, come in for conferences, help with reading and homework at home, and make decisions together with the school.
High expectations
Hispanic parents in the United States tend to make big sacrifices for the future of their children. They often move far from home and work long hours so that their children can succeed in school and in life. So it is no surprise that these parents have high expectations and aspirations for their children's success in school.
Family relationships
Family is often the cornerstone of Hispanic social structure. Families have a strong sense of interdependence, mutual respect, and co-parenting. Grandparents, godparents, aunts, uncles, and older siblings may be helping to raise your ELL students. This extended family might live at home, visit frequently, or live nearby. Many Hispanics travel back and forth between their native country and the United States. Understanding this family structure might help you to gain trust and participation from both the immediate and extended family members.

Home environment
Although you do not want to pry for information, the more you can find out about where your students come from, the better you will understand their strengths, needs, and real-life circumstances. One way to find out is to get to know their families — whether at school, in their home, or in the community. But if a family is very reluctant to meet with you, respect their wishes and understand that they may have good reasons for this.
Having answers to the following questions may help you to better work with your students and their families:
  • Who lives at home? Parents, grandparents, aunts, uncles, older siblings? How many of them speak English? How many know how to read in English and/or Spanish?
  • How long have they been in the United States? Why did they come?
  • How familiar are they with the U.S. school system?
  • What is the child's prior educational experience?
  • Has the child been formally instructed in English before? If so, for how long?
  • Do they come from a big city or a rural town?
  • Does your student have a quiet place to study? Is there someone to help with homework?
Most of this information can also be obtained by using a written "Getting to Know You" survey or through informal conversations.

Reaching out
Children's author and literacy advocate, Pat Mora, discusses how teachers and librarians can reach out to parents of ELLs.

http://www.colorincolorado.org/article/14311/