In reading
Beatty's chapter 4, what surprised me most was the sensation of a distant past
being described when in reality the book was written only 4 years ago! Needless
to say this says a lot about the level technological advancement reached in
such a short time. Some of the apps mentioned seem to be immutable and
permanent e.g. Word without these
adjectives necessarily adding a negative connotation. Games have also been always present and their development has been
so constant that it is easy to remember the first consoles and how now the
latest models keep changing by the hour. Their potential for language learning
is huge while the key I believe is to understand how to harness all that power and be able
to find a way to transfer it to real situations as argued by Jane McGonigal in her TED talk 'Gaming can make a better
world'. I particularly like Beatty's statement on p61: 'The idea of game
rests in the perception of the user, not the description of the developer, the
pedagogical model or the label used by the teacher'. The implications are
tremendous for educators as there is often a mismatch between our idea of 'fun'
and the students' perception mentioned here so this begs the question: how can I
conciliate my idea of 'fun' with that of my learners? Introduction of quiz-like
games such as those one can create on Quizlet e.g. this Guided Discovery quiz I have used with
trainees.
PDAs also seem to be part of the past with tablets
now widely available offering countless options and mobile phones offering the
same or very similar characteristics of a portable computer. I now have a Samsung
GalaxyS5 and often use it in the same way I would use my laptop, especially
when working offsite, and this was simply unimaginable even 4 years ago. Literature is now also widely available
in digital format and the benefits of hypertext make it more accessible,
attractive and understandable to all for the digital age turned it into non
linear 'richer' adventures. This year for example my institution bought subscriptions
to Oxford
Bookworms Digital Library where one single license provides access to 100
books for a year. Now, how feasible and realistic it is that one student will
read those 100 books is another matter as the licenses are single user ones. 10
years ago CDROMs were popular extra resources that came along with course
books, now text augmentation is the
norm and often teachers are seduced by bells and whistles of immediate
entertainment offered in the guise of a coursebook. Along these lines, corpora, the availability and user
friendliness of online concordancers
open a sea of opportunity both in and outside the classroom. MOOs on the other hand, although not
new as a concept to me, they are unexplored territory whose definition make me
thing of Second Life and Virtual Worlds in general, but for which I have no
feelings and as a teacher if I do not believe in it, it will be very difficult
to sell it in the classroom.
References
Beatty, K. 2010.
Teaching and Researching Computer-Assisted Language Learning (2nd edition).
Pearson Education Limited.
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