A blog for teachers and learners who love technology

Showing posts with label pronunciation. Show all posts
Showing posts with label pronunciation. Show all posts

Sunday, 8 March 2015

Quizlet - A free tool for both learners and teacher who want to learn and teach vocabulary respectively

Quizlet













What is quizlet?

Quizlet is a free website dedicated to both learners and teachers. Students can use this learning tool to enrich their vocabulary as well as to improve their spelling by creating flashcards, study and play games such as the space race! Teachers, on the other hand, can create virtual classrooms and then create flashcards which students can study, share, and comment on. In this post, I will focus on the students' account considering the fact that it is free compared to the teachers and because what the student's account provides is enough to make this tool worth using.

To begin in, order to gain access to the website a registration is needed, This can be done either be registering an e-mail or by linking you Google+ or Facebook account with Quizlet. When you successfully log in,  by clicking "create a set" you can start creating materials.



How does Quizlet work?

First you chose the language you want and the you type the words that will constitute the set. Having said that. Quizlet works perfectly with words that belong to a specific group. Either distinguished by grammatical terms such as the prepositions of place or by the situations in which they are used such as words related to auctions this tool can really help managing and learning those vocabulary items.

A great thing about Quizlet is that there are audio files for 18 languages. Therefore, learners can create a set of words and then practise the pronunciation of those words. Due to the fact that my native language is Greek, I was interested to listen to the quality of the audio files. I have to say that the pronunciation was perfect. It sounded like the recording were taken from actual native speakers rather than a computer generated voice.

Quizlet has 6 different activities which calls them study modes that learners can engage with. Those include flashcards which give learners the opportunity to listen to the pronunciation of the target language as wells as connecting the TL with images that represent the TL. The next study mode is called 'learn' . Learners need to write/type what the picture represents in order to get the answer correct. The nex one is called 'speller' and it is quite similar to 'learn'. However in 'speller' learners can also listen to the words' pronunciation. After learners practise using the aforementioned study modes, the can start the 'test' study mode which is what its' name suggests. Learners need to respond to 5 written questions, 5 multiple choice questions and 5 true/false questions. Finally, if they feeling confident enough with the TL, they can try the 'space race' and 'scatter'. Both of them are games, which learners can play in order to practise TL in an enjoyable way. In the 'space race,' learners need to write/type the word on the picture before the picture disappears from the screen. In 'scatter' learners need to match the words with the pictures that represent those words.


Example Activity

First of all, I would like to highlight how powerful and user-friendly the embedded study set is. By embedding a study set learners can use all the different study modes that are available in quizlet. In other words, they provide the same experience without having to visit the website. What is more, teachers and learners can embed their study sets into various websites, like Edmodo, Google+, blogger etc.

The study set I created, deals with the fruits. I included 15 fruits each of them having a picture which represents every one of them. All the features I mentioned in the previous paragraph also appear in this study set.




Theoretical background

What I see in Quizlet is its potential to help learners and teachers understand and explain meaning respectively in a very explicit way. Jeremy Harmer (2007) highlights the importance of a visual representation of the target language. He defines this practice as the "clearest way of explaining the meaning of something" (Harmer 2007).  Translation in L1 is always a possible practice depending on the nature of the lexical set. On the one hand, could be translated into L1 to make learners understand the meaning of the words. On the other hand, idiom phrases would be more difficult for teachers to translate them into L1 and in many cases the translation might not make sense in learners L1. However, I still believe that visual representation are way more engaging than translation and possibly if we examine this from a psycholinguistic point of view, the process of retrieving the correct word just by looking at the picture could be faster than directly translating from the L1.

If I had to identify Quizlet's approach on language teaching I would compare it with the PPP (presentation practice production) approach. Flashcards resemble the presentation stage in which learners are presented with the TL's meaning and pronunciation. Then in 'learn' and 'speller' learners practise using the TL in a very controlled manner in which feedback is given instantly. Learners are able to compare their spelling of the word with the correct spelling and then are urged to rewrite it with the correct spelling. Production is missing from Quizlet and in each place learners are urged to try the two games which can provide them with more practice on the TL in a fun and enjoyable way.


Target Audience

Quizlet is quite easy to use. From registering an account to creating your first study set, potential users will not find it difficult to use this tool. Therefore, basic digital literacy skills are all that quizlet asks users to possess. 

What is more, visual and auditory learners will find this tool quite suitable. This tools is based on the power of visual representations and by implementing audio files with the correct pronunciation makes this a very useful tool for those type of learners. 

Last but not least, in the case of the teacher's account, learners can compete in the "space race" and the "scatter". Depending on their speed and accuracy, learners can score points which can be seen among the group. Therefore, this basic gamification element can be motivated for learners who enjoy a bit of challenge and competition.

Limitations

One of things limitations that I can identify in this tool is the fact that no much cognitive work is happening while learners engage with the different study modes. For instance, when a learners is using the speller and he/she misspells a word, Quizlet will just correct the mistake, propose the correct spelling and ask students to rewrite the word. I found this way very ineffective and boring at the same time. Even if the learners spells the word correctly right after the correction, I am not sure if this would be the case in the long term. 

What is more, I would like to see some language production except for the typing involved in the spelling and learn study mode. For example, the use of cue-response drills even though they are out of fashion might be beneficial for them if used in moderate.

Last but not least, as I already highlighted this tool will be suitable for learners who enjoy watching and listening. However, kinaesthetic learners's needs are once again overlooked. The reason, I am saying this, is because throughout this journey of writing about those different tools I have found myself saying over and over again how limited are the chances for physical activity/movement. However, the difficulties of implementing those features that would suit kinaesthetic learners, must be acknowledged. 

References

Harmer, J, (2007) How to teach English. Essex: Pearson Longman

Wednesday, 25 February 2015

Aurasma - Can ELT textbooks come to life with this app?

Aurasma


What is Aurasma?

To begin with Aurasma is a free to use mobile application which is compatible with both Android as well as IOS mobile devices. It enables users to experience augmented reality by aiming the mobile's camera at different images, objects or even places. For example, a car magazine editor is writing an article about a new car but he wants to make the article more engaging. What Aurasma enables him to do, is to link a picture of the car inside the article, with a video/3D product model showing this new car. As a result, when the reader points his camera to the picture while using Aurasma , the preselected video/ 3D model of the car will appear. In order to better explain Aurasma I will present one of the uses I am very fascinated about.


Example Activity

Before presenting the examples I prepared, I would like to briefly explain how I came up with those examples. A significant number of teachers who teach English using a textbook will probably agree that textbooks have some flaws. For those examples, I would like to focus on two specific flaws. Sheldon (1988) in his article "Evaluating ELT textbooks and materials" describes textbooks as  static and at the same time he highlights the fact that they become outdated quite fast due to the long process of writing and publishing. Even though the article is quite old, textbooks have not changed dramatically. Both of those drawbacks still exist in many English language textbooks. Supplementing materials either in the form of CDs or computer software have considerably helped to improve the reputation of textbooks. However, the problem is still there. In other words, the actual textbooks will remain static even though most of the material those material refer to the book content.

How is Aurasma relevant to that? Before answering this question, I will present my examples and then I will try to explain how these are relevant to what I have said about the textbooks.  For those examples, I have used a very popular ELT textbook called New Headway Elementary written by Liz and John Soars and published by the Oxford University Press. I have made three examples. In the first two, students need to carry out a reading task, in which they need to read about two famous women, a singer and an actor/politician. When students point their camera at the pictures 1,2 a video of the singer performing and the biography of the actor/politician will appear on the screen respectively.

You can download the app on your mobile phone if you want to test the examples I created. Android - IOS (In order to be able to use my Auras you need to follow my Aurasma profile - username: Antonopa)













When students point their camera at these extracts the following webpages will open:



Shirley Temple Black IMDb Profile

The third example is a bit different. It comprises of a recording I created in which I demonstrate the correct pronunciation of four words that appear in a box. This box presents the words know, talk, girl and thought, all written in phonetic symbols.













Linking this to theory

During my practical teaching modules, I recall my groups' tutor highlighting the importance of activating schemata. Teachers should be able to help learners relate their previous knowledge so as to engage with the material.
Schemata theory proves that reading texts enable learners to construct their own understandings by taking part into an interactive process between the learner and the text (Carrell, Eisterhold 1983). Learners bring the own experiences, and background knowledge into the classroom which will be activated by the time a learner receives the input by reading the text (Carrell, Eisterhold 1983). However, what happens when learners background knowledge is not enough to engage with the text? Carrell and Eisterhold (1983) highlight the importance of a balance to exist between the learners' background knowledge and the knowledge that the text require learners to possess.


Example 1

I believe that Aurasma can play an important role at this problem which exists with outdated or irrelevant to the learners material. Namely, in the first example not everyone in the class might know Joss Stone. Considering the fact that she is a contemporary singer, watching a video clip of her will help learners engage with the material because they now have some exposure to her. Depending on the learners' age the song can be also changed to increase engagement. For instance, I choose a live performance of the song 'here comes the rain again' which was originally sung by  Eurythmics, an 80s band. As a result, in a class of adults who might not be familiar with Joss Stone, this song which they will probably know, will help them to engage with the material.

And this is how textbooks can actually become alive for the first time and within the boundaries of the pre-selected content can possibly change according to the learners' needs.

As I mentioned before teachers need to be able to engage learners with the topic. However, I have witnessed a significant number of trainee teachers and found it challenging to start and then handle a conversation which would activate learners schemata. Therefore the use of Aurasma, can possibly help those teachers who find it difficult to grab their students attention and engage them with the topic.


Example 2

The idea behind the second example is the same with the idea behind example 1. Shirley Temple Black was not a name I was familiar with when I was reading through this book for the first time. Therefore depending on my learners' age I assume that they would probably not know her, which in the worst case scenario may result in a lack of engagement.

However,  Aurasma's benefits are not limited to helping with students' engagement. In example 2, a webpage of a famous site will open which keeps record of all the actors in the world. This page includes Shirley Temple Blacks biography, filmography as well as famous quotes of her, trivia and strange facts. The possibilities for extra activities are significantly increased with this new piece of material. For instance, learners can scan the texts for particular information about some of he movies or they can create a group project about the different aspects of her life. Of course, the same can happen with example 1. Extra activities can be built around Joss Stone's live performance such as gap-filling activity based on the song's lyrics.

It must be acknowledge though, that the activities that I proposed are not innovative at all. Perhaps Aurasma can help with creating activities that were previously infeasible due to the lack of such technology, but this is not what I am examining in this post.


Example 3

Example 3 is significantly different to the other two. To begin with, while example 1,2 are designed to take place within the classroom environment, example 3 is designed to help learners while studying at home. In this example I have linked the image from a box which highlights the correct pronunciation of four words with a recording I created with Vocaroo (an on-line voice recorder). In the recording, I read the instructions of above the box as well as the actual words.

In my opinion, there is a lot of potential for publishers to improve their textbooks by implementing small sound clips or video clips depending on the Target language. In other words, learners, especially those who live in countries where English is not used for everyday situations, have limited exposure to English. Fours hours of teaching are not enough to receive an adequate amount of input, What if textbooks publishers would include sound clips modelling the correct pronunciation? Or small video clips in which teachers would explain some grammatical points? Or even some hints on how to finish a specific activity? The opportunities are endless. As long as those extra materials are carefully designed to help learners and avoid confusing or spoon-feeding them, textbooks will be considerably improved.

Target Audience

Regarding the use of Aurasma as in the third example, learners can be exposed and experiment with the material stored in an on-line repository as they would do in self-access centres. Assuming that there is at least one extra material (Aura) for every activity, rule etc. in the book, learners are able to choose which of those extra materials would experiment with. Therefore, we can describe this as self-directed learning. Either because of personal interest or because they identify their weaknesses, learners will be able to focus on different materials. What is more,  there is an element of programmed learning through this. Namely, learners would be able to work individually on their own pace, in pre-determined by the teachers or publisher, chunks of language (Benson 2011). Having said the above, I believe there is high chance that autonomous learners will be positively benefited by the use of Aurasma.

Concerning examples one and two, it can be generally said that, learners who enjoy using their mobile phone would like this new technology. I also believe that there is a strong element of active learning in those examples. In other words, teachers who implement Aurasma in their lessons, will give them the chance to discover on their own what comes next. This is utterly unpredictable considering the fact that learners will not have access to the Auras until teachers decide it. Therefore, there is high chance that high risk-takers, as well as active learners, would embrace Aurasma.


Limitations

One of the limitations, or to put it more correctly, disadvantages of this technology is the probability of distracting learners from learning. The fact that learners, need to open and use their mobile phones during the class-time can be a good reason for them to check their Facebook profile's news feed, In a big class monitoring what learners do with their mobile phones is a very difficult task. However, I believe that similar to example 2 (Shirley Temple Black), if learners use the App to access new piece of information which will enhance their understanding and maybe be a part of another task, under the correct management learners will not have the time to be distracted. In other words, if this becomes a vital part of the lesson which is necessary in order to progress into the next activity, task etc. , I strongly feel that learners will maintain their interest.

A tutorial video 

This is a tutorial video that I created and gives a good introduction on how to use Aurasma studio.



References:

Benson, P. (2011). Teaching and researching: Autonomy in language learning. Routledge.

Carrell, P. L., & Eisterhold, J. C. (1983). Schema theory and ESL reading pedagogy. TESOL quarterly, 17(4), 553-573.

Sheldon, L. E. (1988). Evaluating ELT textbooks and materials. ELT journal,42(4), 237-246.

Thursday, 22 January 2015

Voki - Speaking Avatars as a learning tool

Voki - Speaking Avatars




What is Voki?


Voki is a simple to use tool, which can be accessed through your internet browser. It enables you to create speaking avatars and use them as an effective learning tool. To be able to start using Voki, you need to create a new account. Its main feature, which is the ability to create avatars comes free with the registration. However, to fully access Voki, a subscription is required. Those enable you to use 'Voki classroom' as well as 'Voki presenter'. You can either choose to buy a subscription which allows you to use one of them or a one that features both tools for a greater price.

Creating avatars it's pretty much straightforward. Students, as well as teachers, are able to create speaking avatars and choose from a wide range of different customisation options for the avatars. Concerning 'Voki classroom' and 'Voki presenter', even though I wasn't able to explore them because of the subscription need, I will try to briefly explain them using all the information I've got from reading the website. Regarding the former, it enables teachers to add their students into Voki classroom. By doing that, students do not need to register with a username and a password because those are automatically assigned when you add them into your Voki class. It gives teachers the ability to individually assign homework to the students which can be then reviewed by the teacher. As far as  'Voki presenter' is concerned, it is a tool which enables teachers to create presentations using a Voki avatar. What is interesting about this feature is the fact if students miss a lesson they van access it later as all the lesson are saved in a cloud storage.

Example activity

I have created an example activity for you to see the potential of this tool. In this example, the teacher as a part of the homework has created an avatar to deliver the instructions for a speaking activity. The teacher points back to an activity they've done in the class about a man telling a story in which he described what happened to him. Then a student responds, by recording his story and assigning it to his avatar.


Teacher




Student



While examining Voki and thinking  about its possible uses, I came to the conclusion that it can considerably help to increase student's willingness to communicate. It is an undeniable fact. that one of the teachers' greatest responsibility is to increase the meaningful as well as authentic language that their students' produce. However, that raises the inevitable question ' How Voki can do that with just an Avatar, The answer is that If we look back at traditional teaching and learning activities we can see that role-play activities work almost in a similar way with Voki.

In general, students' anxiety while speaking in front of a group may negatively affect their performance (Kongme et al. 2011) Therefore, as Harmer (2007:183) suggests, students who don't feel very comfortable to speak in front of a classroom, will be keener to speak when they take part in a role-play activity. The reason why this happens is the fact that in role-play activities students need to play a role and abandon their identity while the activity takes place. Similarly, Voki gives students as well as teachers the opportunity to abandon their identities and adopt a new one. What is more,  when teachers assigned a speaking activity for homework it is difficult for them to review the outcomes of the activity. Students might need to demonstrate in the next class how they cope with the speaking activity. However, by using Voki teachers are able to review speaking activities and consequently increase the actual time of the lesson considering the fact that there is no need to check the outcomes in the class.


So, who is Voki's target audience?

As far as the target audience of this learning tool is concerned, it can be appealing to a wide range of learning groups. In terms of age, I believe that young learners would find Voki very motivating because of the customisation options that exist. On the other hand. for older learners the fact that they have the ability to produce more output which can be reviewed by their teachers can be very motivating considering the fact that older students always look for more opportunities for language practice. Students who love technology will happily embrace a chance to use technology for language learning while at the same time students who find it difficult to keep track with the technology around them will be happy to know how simple Voki is in its use. Concerning the three main types of learning styles, it can be said that Voki could be appealing to both visual as well as auditory learners. Both, due to the fact that they enjoy watching or listening for example presentations, will be positively motivated by a teacher using Voki presenter. Last but not least, as it was mentioned earlier quiet student will also enjoy Voki because of its role-play characteristics.


Limitations?

However, Voki is not perfect. In my opinion, it lacks some key features that would make me use the tool on a regular basis . For instance, the fact that it lacks features of gamification found in other tools. In other words, I believe the lack of progression of the students' avatar might reduce learners will to use Voki. Progression of the avatar might include from new customisation options to the presence of 'Achievement' badges' which student would win when achieving particular goals. What is more, due to the fact that learners' avatars do not progress through continuous engagement with this tool, learners will not be able to establish a 'projective identity'. Gee (2007) identifies 'projective identity' as the ideal identity which learners want to identify with in this virtual environment. I believe that this is a well-established idea among gaming literacy and the benefits coming from this practise are numerous and therefore should not be overlooked. At this point, I would like to highlight that even though Voki is not a game, that does not mean that characteristics which are commonly found in video games should not appear in other on-line tools.  With Video games of all kinds becoming increasingly popular in our day and age, I believe that education and English language teaching can learn a lot from Video games.

What is more, if we go back to the example, even though I tried to imitate a language learner student by doing some mistakes in pronunciation, grammar etc. it is clear that there were no pauses in my speech. The reason for that is because I wrote down what I wanted to see beforehand and therefore reading from my notebook. This is something student might do even if we as teachers advice them not to. However, that doesn't change the fact that students will do mistakes even if they prepare they speech beforehand. Therefore, even though students might not be effectively practising their ability to produce spontaneous language, they will be still practising their ability to correctly produce the correct form of the structures as well as their pronunciation.


References:

Gee, J., P. (2007) What Video Games Have to Teach us About Learning and Literacy. New York: Palgrave Macmillan

Harmer, J. (2007). How to teach English. Essex: Pearson Education Limited

Kongmee, IsaraStrachan, RebeccaMontgomery, Catherine and Pickard, Alison (2011) Using massively multiplayer online role playing games (MMORPGs) to support second language learning: Action research in the real and virtual world. In: 2nd Annual IVERG Conference: Immersive technologies for Learning: virtual implementation, real outcomes, 27-28 June 2011, Middlesborough, UK.