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TESOL France - November 2008
TESOL France - November 2008
TESOL France - November 2008
TESOL France - November 2008
TESOL France - November 2008
TESOL France - November 2008
TESOL France - November 2008
TESOL France - November 2008
TESOL France - November 2008
TESOL France - November 2008
TESOL France - November 2008
TESOL France - November 2008
TESOL France - November 2008
TESOL France - November 2008
TESOL France - November 2008
TESOL France - November 2008
TESOL France - November 2008
TESOL France - November 2008
TESOL France - November 2008
TESOL France - November 2008
TESOL France - November 2008
TESOL France - November 2008
TESOL France - November 2008
TESOL France - November 2008
TESOL France - November 2008
TESOL France - November 2008
TESOL France - November 2008
TESOL France - November 2008
TESOL France - November 2008
TESOL France - November 2008
TESOL France - November 2008
TESOL France - November 2008
TESOL France - November 2008
TESOL France - November 2008
TESOL France - November 2008
TESOL France - November 2008
TESOL France - November 2008
TESOL France - November 2008
TESOL France - November 2008
TESOL France - November 2008
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TESOL France - November 2008

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Meeting the Real Needs of Our Digital Native Learners - audio to follow...(watch this space)

Meeting the Real Needs of Our Digital Native Learners - audio to follow...(watch this space)

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    • 1. Meeting the Real Needs of Our Digital Native Learners [email_address] TESOL France 27 th Annual Colloquium, 7-8 November 2008 http://www.slideshare.net/bcgstanley
    • 2.  
    • 3. A 'digital native' is someone who grows up using technology as an everday part of their lives
    • 4. http://www.marcprensky.com
    • 5. Did you know the average person graduating from university today only spends 5000 hours of their lives reading paper-based books? photo by the department http://www.flickr.com/photos/thedepartment/137413905/
    • 6. Are your students 'digital natives'?
      • relevant to their real lives
      • prepare for their future
      • motivate them to learn
      • attention spans
      • boredom
      • “ power down at school”
      • choose not to
    • 7. Research now shows that technology can and does improve the academic performance of students in almost all educational subjects
    • 8. In British Council research, 69% of learners from around the world said that they learned most effectively when working in groups or when socialising informally.
    • 9. 73% of learners of English say they want to learn using a computer; 69% say socialising is a main motivation in their learning and that they want to have fun; 92% think that it's important to develop their problem-solving skills
    • 10. English has been repositioned as a 'basic skill', to be learned by primary school children alongside other 21 st century skills in information technology – English Next
    • 11. Did you know there are around 2 billion teachers and learners of English in the world? Web 2.0
    • 12. How many different cultures and countries are your learners connected to?
      • open up classroom walls
      • real reason to communicate
      • finding other classes
      • http://www.teachingenglish.org.uk
    • 13. Do you use any social networks like FaceBook, MySpace or YouTube? What about your learners? photo: Scott Beale / laughingsquid.com.
    • 14. In British Council research, 69% of learners from around the world said that they learned most effectively when working in groups or when socialising informally.
    • 15. photo by http://www.flickr.com/photos/nwinton/1601928610/
    • 16. photo by Jill http://www.flickr.com/photos/lij/122525716/ Content Creation
    • 17. photo by Stabilo Boss: http://flickr.com/photos/stabilo-boss/93136022/ spoilt for choice
    • 18. How do you use your mobile?
    • 19.  
    • 20.  
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    • 24.  
    • 25.  
    • 26.  
    • 27.  
    • 28. free online games
    • 29.  
    • 30.  
    • 31.  
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    • 35.  
    • 36. Video games have the potential to change the landscape of education as we know it...towards a new model of learning through meaningful activity in virtual worlds as preparation for meaningful activity in our post-industrial, technology-rich, real world. (James Gee)‏
    • 37.  
    • 38. It is forecast that “80% of active internet users will have a Second Life in the virtual world by the end of 2011” (Gartner)‏
    • 39.  
    • 40. - Gee, JP (2001) What Video Games Have to Tell Us About Learning and Literacy . New York: Palgrave. - Gee, JP (2005) ' Why are Video Games Good for Learning? ' http://www.academiccolab.org/resources/documents/MacArthur.pdf - Jenkins, H (2003) ' Reality Bytes: Eight Myths About Video Games Debunked ' http://www.pbs.org/kcts/videogamerevolution/impact/myths.html - Prensky, M (2001) ' Digital Natives, Digital Immigrants' http://www.marcprensky.com/writing/default.asp - de Freitas, S (2006) 'Learning in Immersive worlds - A review of game-based learning' http://www.jisc.ac.uk/media/documents/programmes/elearning_innovation/ - NMC 2007 Horizon Report: http://www.nmc.org/pdf/2007_Horizon_Report.pdf - E-Learning Guild 360º Report (2007) 'Immersive Learning Simulations' http://www.elearningguild.com

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