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DIGITAL TOOLS FOR
THEIR ENGLISH
LEVELS - FINAL
PROJECT
Mariano Galvez University
Digital Design I
Licda. Silvia Sowa
BY Edna Goff
Carné 5076 04 4580
Guatemala, June 10th, 2017
Why is it important in class to learn Digital Tools?
 I t is necessary to be updated with the new digital world
Introduction
 I have chosen this topic since I am having a dilemma
with my students for English Beginners II who do not
count with a lab, or computers at the university. I have
to take my own computer to teach and train students to
use the platform first, in order to learn about Digital
Tools and English. I have planned to do some
workshops as well as train them to be aware of all the
tools available from Google and others on the website.
Besides I will imply their English Level.
Keywords
http://www.dictionary.com/browse/tool
https://www.merriam-webster.com/dictionary/digital
 Abstract:
Thought of apart from concrete realities,specific objects, or actual instances.
Define: Analyze and interpret the plan. Outline information form empathize
step. Define the students needs. Clearly articulate the problem you want
to solve. .In this Step students are willing to follow a plan and manifest
their needs
 Digital; digital devices; also : characterized by electronic and especially
computerized technology digitally.
 Empathize: Develop a deep understanding of the challenge. Get in to the
mind of the student. Picture what is wanted needed. As a teacher, I have to
understand students challenge which is to handle digital tools. The need is
to be educated on how to use the digital tools in their English levels.
Keywords
 Ideate: Imagine research ponder. Create a vision. Be creative. Brainstorm potential
solutions select and develop your solution. Here we brainstorm the solutions to be
followed.
 Problem: Any question or matter involving doubt,uncertainty, or difficulty.
A question proposed for solution ordiscussion.
 Prototype: Design a prototype for series of prototypes to test all or part of your solution.
It´s a physical design. Here we brainstorm.
 Solving:
To find an answer to, explanation for, or way ofdealing with (a problem, for example).
 Technology: The branch of knowledge that deals with the creation and use of technical
means and their interrelation with life, society, and the environment, drawing upon such
subjects as industrial arts, engineering, applied science, and pure science.

Keywords
 Test: Engage in a continuous short-cycle innovation process to continually
improve your design. Review flaws. Use feedback for understanding.
 Tools: anything used as a means of accomplishing a task or purpose:
 Education is a tool for success.
Description of the problem
 The problem starts with the fact that university students
do not handle digital tools in their English Levels or
regular classes and do not count with technology either.
There are no computer labs. Students are not able to
handle platform and some of them do not count with
computers, laptops, tablets, or I phones or at least an
android phone.
What is the main problem?
Students do not handle digital tools at the
university and many of them do not have
their own lap top, ipad, tablet or an android
phone.
Purpose
 It has the purpose to enhance students into the English
Language in order to acquire language adquisition by
their skills, and knowledge of the digital tools to be used
for the development of their English Level. They will also
learn to handle problem solving through the process of
Design Thinking- Learning the steps to be followed as:
Description of the problem


 The problem starts with the fact that university students do not
handle digital tools in their English Levels or regular classes and
do not count with technology either. There are no computer labs.
Students are not able to handle platform and some of them do not
count with computers, laptops, tablets, or I phones or at least an
android phone.
Description of the problem
 Empathize: Develop a deep understanding of the challenge. Get in to the mind
of the student. Picture what is wanted needed. As a teacher, I have to
understand students challenge which is to handle digital tools. The need is to be
educated in how to use the digital tools in their English levels.
 Define: Analyze and interpret the plan. Outline information form empathize
step. Define the students needs. Clearly articulate the problem you want to
solve. .In this Step students are willing to follow a plan and manifest their
needs.
 Ideate: Imagine research ponder. Create a vision. Be creative. Brainstorm
potential solutions select and develop your solution. Here we brainstorm the
solutions to be followed.
 Prototype: Design a prototype for series of prototypes to test all or part of your
solution. It´s a physical design. Here we brainstorm.
 Test: Engage in a continuous short-cycle innovation process to continually
improve your design. Review flaws. Use feedback for understanding.
Problem Tree
 Problem Tree
 1



Describe the digital
tools available for
their English levels
Create new
digital
tools with
the
students.
Define each tool and
allow them to use
them in class
activities.
Three Personal Goals:
 Engage in professional growth by finishing my English Career,
and offering leadership by promoting and enhancing students to
use effectively digital tools and resources since the students are
new to handle technology.
 Develop technology supportive learning environment by creating
and using new software appropriate for their level and age to
enable students for active, progressive, and educational learning.
 Contribute with the community to have them involve in technology
education, so we involucrate parents and students for the
teaching-learning process by having activities among them.
Theoretical Framework
 English is a universal language by excellence, so that is why we
need to handle digital tools in their English levels, in order to
achieve an optimum student learning. As a main objective,
students need to describe the digital tools, in order to know their
usage. We have to visualize the functioning of digital tools such
as Goconqr to create diagrams, flowcharts, mind maps,
presentations, We can create fantastic presentations by using E-
mazed. Students can learn to create Time lines by using
Timetoast. They can also use Animoto for video production, or
Padlet to have a blog on their own and Kahoot to create
questionnaires, surveys and quizzes.
Justification
 In our society, to handle another language is very important and a
key point to academic success. So that is why Digital Tools for
their English Levels is very important for our nowadays students.
It will adequate their professional engagement and language
learning adquisition. To develop technology supportive learning
environment by creating and using new software appropriate for
their level and age will enable students for active, progressive,
and educational learning. It will contribute with the community to
have them involve in technology education, so we involucrate
parents and students for the teaching-learning process by having
activities among them.
Digital Tools
DIGITAL TOOLS
AND SOCIAL
NETWORK
AVAILABLE
HOW TO DO A MIND MAP USING GOCONQR.COM
https://www.goconqr.com/es/users/sign_in
 Mind mapping: It brings ideas and terms.
 All benefits of Mind Mapping. It will engage us into have a clear
picture of what we want and to find solutions in a better way.
 We can brainstorm ideas, concepts, problems.
 In order to understand connections and relationships.
 So we will be able to communicate beliefs, thought, processes.
 We always have to take notes in meetings, lessons, plannings, so
 We will be able to recall information, associations, facts.
How to do a diagram with conqr
https://www.goconqr.com/es/users/sign_in
 Create a diagram with a central main idea that you can create more concepts
to generate single or multiple ideas.}
 Think of general topic for social media. Use your phones, ipad, notepad to
get those ideas.
INTERACTIVE GAMES
ESL GAMES PLUS
 Esl Games Plus offers interactive games for learning
and teaching English. Learning through games is an
interesting teaching technique using activities for
Grammar, Vocabulary, Listening and Speaking Skills.
 http://www.eslgamesplus.com/
E-mazed.com
ANIMOTO.COM
Animoto – Gives students the ability to make a
short, 30-second share video of what they
learned in a given lesson. - See more at:
https://www.nwea.org/blog/2016/take-three-
55-digital-tools-and-apps-for-formative-
assessment-success/#sthash.P4xBe3d9.dpuf
https://animoto,com
PADLET
Padlet– Provides an essentially blank canvas for
students to create and design collaborative
projects. Great for brainstorming. - See more at:
https://www.nwea.org/blog/2016/take-three-55-
digital-tools-and-apps-for-formative-assessment-
success/#sthash.P4xBe3d9.dpuf
https://es.padlet.com
KAHOOT
 Kahoot – A game-based classroom response
system, where teachers can create quizzes
using Internet content. - See more at:
https://www.nwea.org/blog/2016/take-three-55-
digital-tools-and-apps-for-formative-
assessment-success/#sthash.P4xBe3d9.dpuf
 https://getkahoot.com
Survey
https://docs.google.com/a/miumg.edu.gt/forms/d/e/1FAIpQLSc5NMlKNnZkf
R92f_w0AXKrEnJd0aaCs99ncC-pPJfj1pTBBw/viewform?c=0&w=1
 Te he invitado a que rellenes un formulario:
 DIGITAL TOOLS FOR THEIR ENGLISH LEVELS SURVEY BY EDNA GOFF
 This is a survey design for Mariano Galvez University students for English
Beginners II - AmatitlanRELLENAR FORMULARIO
 Crea tu propio formulario de Google

Bloom´s Digital Taxonomy
 In the Bloom´s Taxonomy Domain helps us to understand how Design
Thinking takes place.
 The evaluation focuses on the students´ learning and teaching experiences,
and the impact of the curriculum on the development of their Design
Thinking expertise. The Bloom´s Taxonomy is one of the example.
 Bloom´s Digital Taxonomy allows teachers to use technology to facilitate
teaching-learning. Benjamin Bloom a Psychologist developed the Taxonomy
of Educational Objective in 1956, which has been a tool for structure and
understand the learning process. The Bloom´s Taxonomy works with the
Cognitive Domain.
Bloom´s Digital Taxonomy Level
Verbs
Conclusions
 Students main problem is how to handle digital tools in their
English levels. So I have established a common language for
these practice through the design thinking process development.
I facilitate and inspire students learning through digital tools,
experiences and assessment. Teaching digital tools by using
technology will facilitate and engage student s in exploring real
world issues and solving authentic problems using digital tools
and resources through collaborative work.
 I have many ideas to place them into practice to help the
university students to grow and progress even though they do not
count with the resources to handle technology in classrooms.
 .
 Conclusion :
 To understand the students having problem on handling
digital tools in their English Level strives to the fact some
students do not have computers at home and do not
count with a tablet or a phone to do their task
 To solve the problem is to create first a platform where
they can upload their homework so they can use a café
internet if they do not count with internet at home.
Biography/E-graphy
 http://www.eslgamesplus.com/
 https://www.nwea.org/blog/2016/
 https://www.goconqr.com/es/users/sign_in
 https://www.emaze.com
 https://es.padlet.com
 https://getkahoot.com
 https;//Bloom´sdigitaltaxonomy.com

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Digital Tools for their English Levels 2017 Teachers Workshop

  • 1. DIGITAL TOOLS FOR THEIR ENGLISH LEVELS - FINAL PROJECT Mariano Galvez University Digital Design I Licda. Silvia Sowa BY Edna Goff Carné 5076 04 4580 Guatemala, June 10th, 2017
  • 2. Why is it important in class to learn Digital Tools?  I t is necessary to be updated with the new digital world
  • 3. Introduction  I have chosen this topic since I am having a dilemma with my students for English Beginners II who do not count with a lab, or computers at the university. I have to take my own computer to teach and train students to use the platform first, in order to learn about Digital Tools and English. I have planned to do some workshops as well as train them to be aware of all the tools available from Google and others on the website. Besides I will imply their English Level.
  • 4. Keywords http://www.dictionary.com/browse/tool https://www.merriam-webster.com/dictionary/digital  Abstract: Thought of apart from concrete realities,specific objects, or actual instances. Define: Analyze and interpret the plan. Outline information form empathize step. Define the students needs. Clearly articulate the problem you want to solve. .In this Step students are willing to follow a plan and manifest their needs  Digital; digital devices; also : characterized by electronic and especially computerized technology digitally.  Empathize: Develop a deep understanding of the challenge. Get in to the mind of the student. Picture what is wanted needed. As a teacher, I have to understand students challenge which is to handle digital tools. The need is to be educated on how to use the digital tools in their English levels.
  • 5. Keywords  Ideate: Imagine research ponder. Create a vision. Be creative. Brainstorm potential solutions select and develop your solution. Here we brainstorm the solutions to be followed.  Problem: Any question or matter involving doubt,uncertainty, or difficulty. A question proposed for solution ordiscussion.  Prototype: Design a prototype for series of prototypes to test all or part of your solution. It´s a physical design. Here we brainstorm.  Solving: To find an answer to, explanation for, or way ofdealing with (a problem, for example).  Technology: The branch of knowledge that deals with the creation and use of technical means and their interrelation with life, society, and the environment, drawing upon such subjects as industrial arts, engineering, applied science, and pure science. 
  • 6. Keywords  Test: Engage in a continuous short-cycle innovation process to continually improve your design. Review flaws. Use feedback for understanding.  Tools: anything used as a means of accomplishing a task or purpose:  Education is a tool for success.
  • 7. Description of the problem  The problem starts with the fact that university students do not handle digital tools in their English Levels or regular classes and do not count with technology either. There are no computer labs. Students are not able to handle platform and some of them do not count with computers, laptops, tablets, or I phones or at least an android phone.
  • 8. What is the main problem? Students do not handle digital tools at the university and many of them do not have their own lap top, ipad, tablet or an android phone.
  • 9. Purpose  It has the purpose to enhance students into the English Language in order to acquire language adquisition by their skills, and knowledge of the digital tools to be used for the development of their English Level. They will also learn to handle problem solving through the process of Design Thinking- Learning the steps to be followed as:
  • 10. Description of the problem    The problem starts with the fact that university students do not handle digital tools in their English Levels or regular classes and do not count with technology either. There are no computer labs. Students are not able to handle platform and some of them do not count with computers, laptops, tablets, or I phones or at least an android phone.
  • 11.
  • 12. Description of the problem  Empathize: Develop a deep understanding of the challenge. Get in to the mind of the student. Picture what is wanted needed. As a teacher, I have to understand students challenge which is to handle digital tools. The need is to be educated in how to use the digital tools in their English levels.  Define: Analyze and interpret the plan. Outline information form empathize step. Define the students needs. Clearly articulate the problem you want to solve. .In this Step students are willing to follow a plan and manifest their needs.  Ideate: Imagine research ponder. Create a vision. Be creative. Brainstorm potential solutions select and develop your solution. Here we brainstorm the solutions to be followed.  Prototype: Design a prototype for series of prototypes to test all or part of your solution. It´s a physical design. Here we brainstorm.  Test: Engage in a continuous short-cycle innovation process to continually improve your design. Review flaws. Use feedback for understanding.
  • 13. Problem Tree  Problem Tree  1    Describe the digital tools available for their English levels Create new digital tools with the students. Define each tool and allow them to use them in class activities.
  • 14. Three Personal Goals:  Engage in professional growth by finishing my English Career, and offering leadership by promoting and enhancing students to use effectively digital tools and resources since the students are new to handle technology.  Develop technology supportive learning environment by creating and using new software appropriate for their level and age to enable students for active, progressive, and educational learning.  Contribute with the community to have them involve in technology education, so we involucrate parents and students for the teaching-learning process by having activities among them.
  • 15. Theoretical Framework  English is a universal language by excellence, so that is why we need to handle digital tools in their English levels, in order to achieve an optimum student learning. As a main objective, students need to describe the digital tools, in order to know their usage. We have to visualize the functioning of digital tools such as Goconqr to create diagrams, flowcharts, mind maps, presentations, We can create fantastic presentations by using E- mazed. Students can learn to create Time lines by using Timetoast. They can also use Animoto for video production, or Padlet to have a blog on their own and Kahoot to create questionnaires, surveys and quizzes.
  • 16. Justification  In our society, to handle another language is very important and a key point to academic success. So that is why Digital Tools for their English Levels is very important for our nowadays students. It will adequate their professional engagement and language learning adquisition. To develop technology supportive learning environment by creating and using new software appropriate for their level and age will enable students for active, progressive, and educational learning. It will contribute with the community to have them involve in technology education, so we involucrate parents and students for the teaching-learning process by having activities among them.
  • 19. HOW TO DO A MIND MAP USING GOCONQR.COM https://www.goconqr.com/es/users/sign_in  Mind mapping: It brings ideas and terms.  All benefits of Mind Mapping. It will engage us into have a clear picture of what we want and to find solutions in a better way.  We can brainstorm ideas, concepts, problems.  In order to understand connections and relationships.  So we will be able to communicate beliefs, thought, processes.  We always have to take notes in meetings, lessons, plannings, so  We will be able to recall information, associations, facts.
  • 20.
  • 21. How to do a diagram with conqr https://www.goconqr.com/es/users/sign_in  Create a diagram with a central main idea that you can create more concepts to generate single or multiple ideas.}  Think of general topic for social media. Use your phones, ipad, notepad to get those ideas.
  • 23. ESL GAMES PLUS  Esl Games Plus offers interactive games for learning and teaching English. Learning through games is an interesting teaching technique using activities for Grammar, Vocabulary, Listening and Speaking Skills.  http://www.eslgamesplus.com/
  • 25. ANIMOTO.COM Animoto – Gives students the ability to make a short, 30-second share video of what they learned in a given lesson. - See more at: https://www.nwea.org/blog/2016/take-three- 55-digital-tools-and-apps-for-formative- assessment-success/#sthash.P4xBe3d9.dpuf https://animoto,com
  • 26. PADLET Padlet– Provides an essentially blank canvas for students to create and design collaborative projects. Great for brainstorming. - See more at: https://www.nwea.org/blog/2016/take-three-55- digital-tools-and-apps-for-formative-assessment- success/#sthash.P4xBe3d9.dpuf https://es.padlet.com
  • 27. KAHOOT  Kahoot – A game-based classroom response system, where teachers can create quizzes using Internet content. - See more at: https://www.nwea.org/blog/2016/take-three-55- digital-tools-and-apps-for-formative- assessment-success/#sthash.P4xBe3d9.dpuf  https://getkahoot.com
  • 28. Survey https://docs.google.com/a/miumg.edu.gt/forms/d/e/1FAIpQLSc5NMlKNnZkf R92f_w0AXKrEnJd0aaCs99ncC-pPJfj1pTBBw/viewform?c=0&w=1  Te he invitado a que rellenes un formulario:  DIGITAL TOOLS FOR THEIR ENGLISH LEVELS SURVEY BY EDNA GOFF  This is a survey design for Mariano Galvez University students for English Beginners II - AmatitlanRELLENAR FORMULARIO  Crea tu propio formulario de Google 
  • 29. Bloom´s Digital Taxonomy  In the Bloom´s Taxonomy Domain helps us to understand how Design Thinking takes place.  The evaluation focuses on the students´ learning and teaching experiences, and the impact of the curriculum on the development of their Design Thinking expertise. The Bloom´s Taxonomy is one of the example.  Bloom´s Digital Taxonomy allows teachers to use technology to facilitate teaching-learning. Benjamin Bloom a Psychologist developed the Taxonomy of Educational Objective in 1956, which has been a tool for structure and understand the learning process. The Bloom´s Taxonomy works with the Cognitive Domain.
  • 31. Verbs
  • 32. Conclusions  Students main problem is how to handle digital tools in their English levels. So I have established a common language for these practice through the design thinking process development. I facilitate and inspire students learning through digital tools, experiences and assessment. Teaching digital tools by using technology will facilitate and engage student s in exploring real world issues and solving authentic problems using digital tools and resources through collaborative work.  I have many ideas to place them into practice to help the university students to grow and progress even though they do not count with the resources to handle technology in classrooms.  .
  • 33.  Conclusion :  To understand the students having problem on handling digital tools in their English Level strives to the fact some students do not have computers at home and do not count with a tablet or a phone to do their task  To solve the problem is to create first a platform where they can upload their homework so they can use a café internet if they do not count with internet at home.
  • 34. Biography/E-graphy  http://www.eslgamesplus.com/  https://www.nwea.org/blog/2016/  https://www.goconqr.com/es/users/sign_in  https://www.emaze.com  https://es.padlet.com  https://getkahoot.com  https;//Bloom´sdigitaltaxonomy.com