A brief description of the journey so far for languages at Route 39 Academy- building engagement through stimulating content and also giving students the tools to self-express and self-reflect
Doing things differently- Practical Pedagogies conference, ToulouseRoute39MFL
This document discusses strategies for engaging students in language learning and decreasing anxiety around speaking a foreign language. It provides ideas for project-based learning, using technology like Edpuzzle to engage students, allowing mistakes and re-drafting, setting clear criteria for assignments, and having students set their own targets and criteria. Peer and self-assessment are emphasized to take the focus off the teacher. Overall the document focuses on decreasing student fear and increasing confidence in using the target language.
This document provides a list of creative ideas and online tools for 6th form language students. It includes ideas such as predicting what an article will be about, continuing a story, having students create podcasts on various topics, conducting interviews in the target language through Skype, and using online tools like Edmodo, Voicethread, and Bubbl.us. A variety of activities are proposed to encourage creativity, cultural awareness, collaboration, and assessment of student learning. Online resources for continued professional development of language teachers are also listed.
MFL New curriculum feel free to do great teaching!Route39MFL
A new curriculum does not have to mean new fears. The fact that our classrooms are now affected by a one page document just means 1 thing- teachers can be free to do great teaching, packed with grammar, spontaneity and cultural engagement!
Language world thoughful contexts, thoughtful learners webChris Fuller
This document provides guidance and ideas for teaching foreign languages more creatively and engagingly. It discusses potential topics to cover such as house and home, daily routine, and holidays. It offers suggestions for incorporating intercultural understanding, linguistic creativity, spontaneity, and skill development into lessons. Some example lessons are provided, such as one about the Chilean earthquake covering house and home. The document encourages generating vocabulary lists and using word mats in lessons. It discusses exploiting dual language texts and using videos to add cultural context. Homework ideas involve continuing online debates.
Skype allows teachers and students to communicate using voice calls, video calls, and instant messaging over the Internet. This allows for real-time virtual instruction between classrooms that are nearby or thousands of miles apart. Students can interact with other students around the world to share knowledge on various subjects like science, social studies, and languages. Teachers can collaborate with other teachers globally and bring experts into their classroom through Skype to enhance learning.
Doing it differently, building engagement with languages (Newton Abbot confer...Route39MFL
Looking at things differently- building a department based on student opinions and desires and giving them the tools to take charge of their own learning and progression.
The document proposes using the CBC Codebreaker card game to promote biliteracy in Honduras. It summarizes the game, which tests grammar skills in English and Spanish in a fun, gamified way. It argues that current "bilingual" education produces semi-bilingual graduates and that using CBC Codebreaker can help develop true biliteracy. A biliteracy movement is proposed where CBC provides teacher training and the private sector sponsors games for public schools. Teachers who tried the game felt it makes grammar learning fun and engaging for students. Options are presented for UTH to partner with CBC to implement the program.
This document discusses how various schools in different countries use games-based learning and ICT tools in primary education. It provides examples of tools used for subjects like literacy, math, assessment, and special education needs. Popular tools mentioned include Kahoot, Scratch, Storynory, and Seesaw. The document also shares situations in different school computer labs, use of projectors, and digital workspaces. Games-based learning is said to make learning more fun, collaborative and motivating for students.
Doing things differently- Practical Pedagogies conference, ToulouseRoute39MFL
This document discusses strategies for engaging students in language learning and decreasing anxiety around speaking a foreign language. It provides ideas for project-based learning, using technology like Edpuzzle to engage students, allowing mistakes and re-drafting, setting clear criteria for assignments, and having students set their own targets and criteria. Peer and self-assessment are emphasized to take the focus off the teacher. Overall the document focuses on decreasing student fear and increasing confidence in using the target language.
This document provides a list of creative ideas and online tools for 6th form language students. It includes ideas such as predicting what an article will be about, continuing a story, having students create podcasts on various topics, conducting interviews in the target language through Skype, and using online tools like Edmodo, Voicethread, and Bubbl.us. A variety of activities are proposed to encourage creativity, cultural awareness, collaboration, and assessment of student learning. Online resources for continued professional development of language teachers are also listed.
MFL New curriculum feel free to do great teaching!Route39MFL
A new curriculum does not have to mean new fears. The fact that our classrooms are now affected by a one page document just means 1 thing- teachers can be free to do great teaching, packed with grammar, spontaneity and cultural engagement!
Language world thoughful contexts, thoughtful learners webChris Fuller
This document provides guidance and ideas for teaching foreign languages more creatively and engagingly. It discusses potential topics to cover such as house and home, daily routine, and holidays. It offers suggestions for incorporating intercultural understanding, linguistic creativity, spontaneity, and skill development into lessons. Some example lessons are provided, such as one about the Chilean earthquake covering house and home. The document encourages generating vocabulary lists and using word mats in lessons. It discusses exploiting dual language texts and using videos to add cultural context. Homework ideas involve continuing online debates.
Skype allows teachers and students to communicate using voice calls, video calls, and instant messaging over the Internet. This allows for real-time virtual instruction between classrooms that are nearby or thousands of miles apart. Students can interact with other students around the world to share knowledge on various subjects like science, social studies, and languages. Teachers can collaborate with other teachers globally and bring experts into their classroom through Skype to enhance learning.
Doing it differently, building engagement with languages (Newton Abbot confer...Route39MFL
Looking at things differently- building a department based on student opinions and desires and giving them the tools to take charge of their own learning and progression.
The document proposes using the CBC Codebreaker card game to promote biliteracy in Honduras. It summarizes the game, which tests grammar skills in English and Spanish in a fun, gamified way. It argues that current "bilingual" education produces semi-bilingual graduates and that using CBC Codebreaker can help develop true biliteracy. A biliteracy movement is proposed where CBC provides teacher training and the private sector sponsors games for public schools. Teachers who tried the game felt it makes grammar learning fun and engaging for students. Options are presented for UTH to partner with CBC to implement the program.
This document discusses how various schools in different countries use games-based learning and ICT tools in primary education. It provides examples of tools used for subjects like literacy, math, assessment, and special education needs. Popular tools mentioned include Kahoot, Scratch, Storynory, and Seesaw. The document also shares situations in different school computer labs, use of projectors, and digital workspaces. Games-based learning is said to make learning more fun, collaborative and motivating for students.
The document outlines plans to develop educational 3D sound games for visually impaired children called AMAKiDS. The games aim to make learning fun and accessible for children who have difficulty acquiring knowledge through traditional means. The project will create math and English language games and plans to expand to other subjects. It outlines technical aspects, work plans, and goals to social and educational impact for visually impaired children.
The information in these slides was presented on Monday June 24, 2019 during ISTE's 2019 EdTech Conference in Philadelphia, Pennsylvania by Gretchen Sting, K12 Contributor for The Source for Learning, Inc. Digital Storytelling 101 gives you everything you need to create a digital storytelling project for your class. An outline of steps, differentiation ideas and assessment techniques get you started. A list of resources and tools provides everything you need.
AMAKiDS is a non-profit organization that aims to develop an educational 3D sound game to teach visually impaired children ages 5-17 in an entertaining way. The game will have different modules covering subjects like English, math, geography and history. It will use 3D sound and graphics to orient the children through interactive gameplay. The goal is to make learning fun and help improve children's well-being and intellectual skills through active learning instead of memorization.
1) The document outlines a project for 7-8 year old students to improve their English skills by exchanging letters about their summer plans.
2) Students will create introductory videos, develop questions through a mind map, and write letters using an online tool answering questions about their summer holidays.
3) Teachers will check the students' letters and the school will publicize the project on social media, their website, and the local newspaper.
Introduction to the concept of gamification, a discussion with a Minecraft expert, and a case study of the Velvet Throne gamification of a TAFE Certificate III and IV in Digital Media. Presented to WSI Institute of TAFE on December 4th 2014.
The document outlines plans for AMAKiDS, an educational game company aiming to make learning fun and accessible for visually impaired children. It will develop 3D audio games covering subjects like English, math, history and geography. The games are designed to orient children through sound and allow independent learning anywhere. This will help visually impaired children in both urban and rural areas access education in a stimulating new way.
This document discusses using games to motivate students and help them learn. It describes a Comenius project from 2013-2015 that used games and gamification to teach English. The project had several goals: to motivate and engage students through creative activities, improve English skills, and facilitate communication. Students created games about various topics to share online. Tools mentioned for creating games included Spelling City, Classtools, and Quizlet. The project helped improve student motivation and ambition. Creating games required mastering topics and the projects were published online, giving students pride in their work. Competitions and certificates were used to recognize best works. Overall the gamified approach made learning fun and helped students improve.
The document outlines a plan by AMAKiDS to develop an educational game for visually impaired children. The game aims to make learning fun through a 3D sound-based game platform. It will cover core subjects through different modules and be accessible on multiple devices. The project will go through several phases, starting with game engine development, an English language module, and expanding to include math and other subjects. The game intends to improve learning outcomes for visually impaired children and promote inclusive education.
This document discusses using technology to teach pragmatics remotely during COVID-19. It describes three types of digital learning spaces: structured, semi-structured, and unstructured. Structured spaces like websites provide systematic practice of speech acts through videos, explanations, exercises, and feedback. Games can also teach pragmatics in structured ways. Semi-structured spaces combine instruction with computer-mediated communication like video chat or messaging. Unstructured spaces involve natural learning through participation in online communities and interaction with native speakers in venues like online games and social media. Effective technology-enhanced pragmatics instruction involves direct instruction, practice through role-plays and video analysis, as well as strategy development.
This document discusses digital storytelling and its effectiveness as a tool for English language teachers and learners. Some key points:
- Digital storytelling combines the art of oral storytelling with multimedia like graphics, audio, video, and web publishing. It engages learners and appeals to different learning styles.
- When used in the English language classroom, digital storytelling can help develop language skills, enhance comprehension, and make content more memorable. It fosters collaboration and a supportive learning environment.
- The process of creating digital stories involves integrating listening, speaking, reading, and writing skills. It can develop enhanced communication and storytelling abilities in learners.
- A variety of technologies and webtools like
This document provides an agenda for Session 1 of the emPowered Stories Professional Development program taking place in January 2014. The session will include an overview of the Clay Center and the program, sharing stories using digital tools, reviewing the program syllabus, discussing technology use, and signing up for an online platform. Participants will take a pre-test on natural gas and learn about key energy industry terms and maps. The goals of the program are to help teachers create and implement digital stories about energy in their classrooms.
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- The teachers taught a variety of subjects and all indicated they would be willing to participate in another eTwinning project and enjoyed their involvement.
- Feedback from teachers was largely positive, with some suggesting increasing opportunities for teachers across countries to meet in person to further exchange ideas.
This document discusses ways that information and communication technologies (ICT) can be used in education. It provides examples of blogging, podcasting, making videos, and using social media like Twitter to engage students in creative projects. The document emphasizes allowing student creativity, using technology as a tool, and focusing on producing lasting work to share with others. Safety considerations are mentioned for blogging and sharing student work online.
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The document outlines plans to develop educational 3D sound games for visually impaired children called AMAKiDS. The games aim to make learning fun and accessible for children who have difficulty acquiring knowledge through traditional means. The project will create math and English language games and plans to expand to other subjects. It outlines technical aspects, work plans, and goals to social and educational impact for visually impaired children.
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AMAKiDS is a non-profit organization that aims to develop an educational 3D sound game to teach visually impaired children ages 5-17 in an entertaining way. The game will have different modules covering subjects like English, math, geography and history. It will use 3D sound and graphics to orient the children through interactive gameplay. The goal is to make learning fun and help improve children's well-being and intellectual skills through active learning instead of memorization.
1) The document outlines a project for 7-8 year old students to improve their English skills by exchanging letters about their summer plans.
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Introduction to the concept of gamification, a discussion with a Minecraft expert, and a case study of the Velvet Throne gamification of a TAFE Certificate III and IV in Digital Media. Presented to WSI Institute of TAFE on December 4th 2014.
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The document outlines a plan by AMAKiDS to develop an educational game for visually impaired children. The game aims to make learning fun through a 3D sound-based game platform. It will cover core subjects through different modules and be accessible on multiple devices. The project will go through several phases, starting with game engine development, an English language module, and expanding to include math and other subjects. The game intends to improve learning outcomes for visually impaired children and promote inclusive education.
This document discusses using technology to teach pragmatics remotely during COVID-19. It describes three types of digital learning spaces: structured, semi-structured, and unstructured. Structured spaces like websites provide systematic practice of speech acts through videos, explanations, exercises, and feedback. Games can also teach pragmatics in structured ways. Semi-structured spaces combine instruction with computer-mediated communication like video chat or messaging. Unstructured spaces involve natural learning through participation in online communities and interaction with native speakers in venues like online games and social media. Effective technology-enhanced pragmatics instruction involves direct instruction, practice through role-plays and video analysis, as well as strategy development.
This document discusses digital storytelling and its effectiveness as a tool for English language teachers and learners. Some key points:
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- The process of creating digital stories involves integrating listening, speaking, reading, and writing skills. It can develop enhanced communication and storytelling abilities in learners.
- A variety of technologies and webtools like
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Language World 2015- doing it differently, building engagement
1. Doing things differently
- building engagement with languages
For more ideas
www.chrisfuller.typepad.com
To chat things over
@chrisfullerisms
To discuss and ask questions
Chrisfullerinspain@hotmail.com
3. School ethos
- Project Based Learning
- Overview planned in conjunction
with other departments
- Student-lead learning
Who’s to blame
for climate
change?
Life post-
earthquake
Guernica +
rights of child /
democracy
Design 21st
century school
for rural Bolivia
Emmigration
guide
Uruguayan drug
legalisation
12. On your mini whiteboard-
Can you develop a
word answer to the question?
¿Cómo fue tu visita al parque
acuático?
¿Más difícil? Usa “we -ed…”
Can you develop a
answer to the question?
¿Más difícil? Usa un adverbio
Can you develop a
word answer to the question?
INCLUDE would you like to do /
visit in the future?
¿Más difícil? Usa una pregunta
20 30
32 50
40 - 50 65 - 80
Incluye 1 de…
- Más o menos
- Antes de nada
- De un lado… del otro lado…
33. Your project brief
Exeter City FC is interested in signing a 26 year old
French striker on a free transfer.
Leyton Orient and York are also both interested.
He left Ligue 3 club Strasbourg at the end of last
season after 4 years, scoring 56 goals in 148 games.
He is married with 3 children (aged 7, 5 and 2)
34. Your 2challenges today
Challenge 1
• Create a multimedia video in FRENCH to attract
the striker to Exeter City- no longer than 2 minutes.
• This video will be uploaded to a blog
www.europeandayoflanguages2013.wordpress.com
• The video with the most views by 12 midday,
Wednesday 2nd October will win.
35. Your 2challenges today
Challenge 2
• Create a separate, different presentation in
FRENCH to lure the player in person- no more than
3 minutes.
• You will be presenting this in front of the other
teams at 1.00 THIS AFTERNOON.
• This must be business-like. You will be cut off at 3
minutes and all team members must speak.
36. Going forwards
When you leave today it will be YOUR responsibility to
develop to drive traffic to your video.
Ideas...
• Posters around school
• School website?
• QR codes?
• Speak to family / friends / neighbours
We are looking to run this across various venues
next year- anyone interested?
45. Podcasting
By students
For students
• Provides audience for speaking tasks
• Immediate (grammar) revision tool
• Editing process = repeated exposure
• Easy to access anytime, anywhere
• Immediate (grammar) revision tool
• Easy to access anytime, anywhere
51. Doing things differently
- building engagement with languages
For more ideas
www.chrisfuller.typepad.com
To chat things over
@chrisfullerisms
To discuss and ask questions
Chrisfullerinspain@hotmail.com
Editor's Notes
Pic from book
Peer health form
QR form photo
Photo of mindmap
Photo of mindmap
Mini-whiteboard slides, wall writing photo, banner on wall
Mini-whiteboard slides, wall writing photo, banner on wall