Instructional Design for Language Learning Software - PowerPoint PPT Presentation

About This Presentation
Title:

Instructional Design for Language Learning Software

Description:

Problem = challenge = mindful ... ( Savory & Duffy, 1995) ... Savory and Duffy (1995) - Introduction: the problem as anchor and to set the challenge. ... – PowerPoint PPT presentation

Number of Views:58
Avg rating:3.0/5.0
Slides: 5
Provided by: etsadmin
Category:

less

Transcript and Presenter's Notes

Title: Instructional Design for Language Learning Software


1
Instructional Design for Language Learning
Software
  • Constructivist approach creative use of software
  • Language Learning
  • contextualized not isolated chunks of knowledge
  • attention on meaning
  • authentic engagement

Instructional Design -active engagement -explorat
ion -authenticity
2
  • Context - exercises related to the
    context
  • vs.
  • Problem - engage in context
    Problem challenge mindful engagement
    authentic involvement Cognitive conflict or
    puzzlement stimulus for learning and determines
    the organization and nature of what is learned.
    The search for a solution leads learner to look
    for meaning in the language presented, and in the
    following steps of resolution, create meaning.
    (Savory Duffy, 1995)
  • Authenticity (Egbert Hanson-Smith, 1999)
    - by relating the learning activity to the
    learner through the question to be asked.
    Building ownership over the problem and engaged
    with the language as in real life while
    performing the tasks following the problem.

3
  • To design a problem based learning
  • anchor all learning activities to a larger task
    or problem,
  • support the learner in developing ownership for
    the overall problem or task,
  • design an authentic task,
  • the task and the learning environment to reflect
    the complexity of the environment they should be
    able to function in at the end of learning,
  • give the learner ownership of the process used to
    develop a solution,
  • learning environment to support and challenge
    the learners thinking,
  • encourage testing ideas against alternative views
    and alternative contexts,
  • opportunity for and support reflection on both
    the content learned and the learning process.
    Savory
    and Duffy (1995)

4
  • - Introduction the problem as anchor and to
    set the challenge. (Mindful engagement
    authenticity) Choices available for continuation
    into context.
  • - Step 2 language input - context for the
    problem language use exploration. Resources
    (explicit implicit). Explicit resources
    visual/audiovisual so that the learners can have
    visual input which would help understand the
    meaning and audio, which would help develop
    listening and oral skills. Text- as a visual
    aids, and help learners see what they hear in
    written form. Depending on the type of problem,
    the explicit resources need to also involve hints
    for reaching a solution or provide information
    about ways for reaching a solution, so as to
    improve engagement with the material.
  • Implicit resources hyperlinks to
    explanation of vocabulary, grammar points,
    pronunciation, hints and help function. A menu
    and is accessible when needed. Supplementary
    information on structural aspects of the language
    can be provided through links while introducing
    language in its natural, contextual use as is
    made possible through hypertext.
  • - Step 3 learners create their own solution
    to the problem by either modifying what is
    available or selecting from among the choices or
    creating from scratch. Actions have consequences
    (feedback and engagement).
Write a Comment
User Comments (0)
About PowerShow.com