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De inzet van ICT bij taalonderwijs Implicaties voor de lerarenopleiding
Symposium
Location: Velon, Brussels
Date: February 4, 2016
Speakers: Joke Voogt1, Wim de Boer2, Wim Trooster1
Affiliation: 1Windesheim University of Applied Sciences, NL
2Afûk, NL
Kernvraag Symposium
Op welke wijze kunnen ICT-toepassingen
die op basis van onderzoek veelbelovend zijn voor het leren van leerlingen:
- ook praktische relevant worden voor de onderwijspraktijk?
- en wat betekent dit voor de lerarenopleiding?
Doel Symposium
De implicaties voor leerkrachten en de lerarenopleidingen te bespreken
van een aantal typerende ICT-toepassingen voor taalonderwijs
Programma
11.50 – 12.05 De effectiviteit van de Serious Game LINGO Online voor de uitspraak van het Engels: Implicaties voor de
lerarenopleiding Wim Trooster
12.10 – 12.25 Nieuwe vormen van arrangeren van leermiddelen en
taalactiviteiten in het PO Wim de Boer
12.30 – 12.45 De inzet van ICT om beginnende geletterdheid te bevorderen:
Wat zijn onderbouwde en haalbare ICT competenties voor
(toekomstge) leerkrachten Joke Voogt
12.50 – 13.00 Discussion
De effectiviteit van de Serious Game LINGO Online voor de uitspraak van het Engels
Implicaties voor de lerarenopleiding
Location: Velon, Brussels
Date: February 4, 2016
Wim Trooster, Sui Lin Goei, Henk la Roi, Roland Bruijn Windesheim University of Applied Sciences, NL
Anouk Ticheloven University of Utrecht, NL
Esther Oprins, Gillian Visschedijk, Gemma Corbalan TNO, NL
Martin van Schaik
Introduction
Context
In Dutch education, curriculum English language is implemented more and more.
Formerly start age 10-12 years ->
Now age 6 years.
Introduction
Educational Problem
But: little attention for English pronunciation
of individual pupils/students
(lack of curriculum time/skills teachers?)
Introduction
Demo game LINGO Online
https://vimeo.com/55256348
40 Hours training English pronunciation
Target group: children in last years primary education/first years secondary education
(age 10 – 16)
Introduction
Objective of the study
Study effectiveness game LINGO Online for English pronunciation in Dutch (primary - and secondary) education.
Introduction
Questions 1. Do students using the game LINGO Online learn more on English
pronunciation than students using classical method (without the game)?
2. Are students using the game LINGO Online more motivated than students using classical method (without the game)?
3. Which game characteristics in the game LINGO Online
could contribute to these effects on motivation and learning?
4. What is the context of learning and which effect could this context have on
motivation and learning (according to teachers)?
Methods & Materials
Target Groups
2 x primary school (each 2 groups):
Students last 2 years
2x secondary school (each 2 groups):
Students first 3 years
Methods & Materials
Methodology
Period Sept ’13 – Jan ‘14
Statistics: on Delta’s
Methods & Materials
Instruments
Statistics:
Delta’s and correlations
Lots of work:
Especially language tests!
Results
First results:
“Students are more free to speak”
“Students are motivated, in spite of technical problems”
1 Secondary school did not succeed to implement the game (+++ support)
Results
Learning Outcomes
Learning Characteristics
Game Characteristics
Results
Learning Outcomes:OMT
• Primary schools: learning effect of the game larger
than regular lessons
• Secondary school: less progression with students playing the game
compared to the regular lesson.
Results
Learning Features: Motivation
The motivation of the experimental group was
significantly increased in contrast with the
control group
Results
Learning Features: Perceived Choice
Perceived choice scored significantly higher (in post-test) in the game group compared to the regular lessons.
Results
Learning Features: rest
Self-efficacy, Value, Engagement:
No significant differences
Control Condition vs Game Condition
Results Correlation
Learning Features –Learning Outcomes
Motivation, (perceived choice) and engagement
correlate with learning outcomes
No correlation between self-efficacy or value and
learning outcomes.
(what would be expected in general)
Results
Correlation Gaming Features –Learning Features
All five gaming features correlated with motivation.
Feedback and rules & goals correlate with all
learning features
Results
Correlation Gaming Features –Learning Features
Motivation
Self-
efficacy Value
Perceived
choice
Engageme
nt
Feedback Pearson
Correlation ,393** ,366** ,430** ,423** ,375**
Sig. (2-
tailed) ,002 ,003 ,000 ,000 ,002
N 62 63 63 64 63
Challenge &
control
Pearson
Correlation ,478** ,136 ,322* ,309* ,300*
Sig. (2-
tailed) ,000 ,288 ,010 ,013 ,017
N 62 63 63 64 63
Rules & goals Pearson
Correlation ,414** ,301* ,309* ,396** ,421**
Sig. (2-
tailed) ,001 ,017 ,014 ,001 ,001
N 62 63 63 64 63
Action
language
Pearson
Correlation ,509** ,069 ,275 ,483** ,448**
Sig. (2-
tailed) ,002 ,690 ,104 ,002 ,005
N 36 36 36 37 37
Game world Pearson
Correlation ,423* ,081 ,168 ,315 ,241
Sig. (2-
tailed) ,010 ,640 ,327 ,058 ,151
N 36 36 36 37 37
**. Correlation is significant at the 0.01 level (2-tailed).
*. Correlation is significant at the 0.05 level (2-tailed).
All five gaming features
correlated with motivation.
Feedback and rules & goals
correlate with all learning
features
Conclusions
In Primary School:
Better learning outcomes (OMT) after gaming
than in the control condition,
correlating with the learning features motivation, (perceived choice) and engagement.
No direct correlation game features with learning outcomes. However the results suggest an indirect correlation here.
Discussion
Problems solved by game?
The game has the potential to compensate for insufficient facilities
(time, expertise) in schools:
• Effectiveness: the game is effective (+ indications for mechanism)
• Time: Using the game the students are able to train English
pronunciation individually.
• Expertise: Using the learning analytics in the software or triggered
by questions of students the teacher is able deliver specific help to
the individual students.
Discussion
New Problems by game?
Critical issues implementation (needs support, time)
Installation of secondary software necessary.
Change of firewall settings need to be changed
Drivers headsets should be selected
After instruction and with manual, students still had questions how to use the game.
Checklist for Teachers considering
the Use of Virtual Worlds & Serious Gaming in Education
Organizational factors 1. Create commitment (of teachers, students and management)
a. Make connection to the policies of the institution b. Choose subgroups of students capable of working with the virtual
world c. Minimize risks foreseen with the use of the virtual world d. Reduce fear that working with the virtual world is time-consuming
2. Make investments in the development of expertise in the use of the virtual world
3. Design protocols for the use of the learning activity in the virtual world
4. Ensure support on IT
Checklist for Teachers considering
the Use of Virtual Worlds & Serious Gaming in Education
Didactic factors 1. Choose those learning activities for which the virtual world
has added value compared to other media (e.g . the 7 selected learning activities in this study)
2. Make investments in adequate didactics:
a. Define and pursue the educational objectives of the course b. Design adequate assignments c. Organize adequate feedback and examination d. Formulate transparent rules of conduct e. Invest in adequate preparation for and teaching of the
course
3. Build /monitor/adjust the initiative in the virtual world
Learning with a game
Game cycle
Learn
cycle
Small game – Big game
Game cycle – Learning cycle
Didactic scenarios!
Didactische scenario’s
Eerst de effecten voor het leren van Engelse
uitspraak door middel van een game
Nu de rol van leerkrachten en lesmateriaal bij een
dergelijke game.
Opzet
Analyse docenten/studenten lerarenopleiding EN
-> 3 scenario’s (met lesbrieven)
hoe game LINGO Online ingebed in curriculum vMBO, HAVO, MBO
-> ontwikkeling van vakdidactische en ict-competenties van de studenten (docenten)
Werkwijze
Discussie / ontwikkelwerk
Afwegingen
Wat is er volgens ons nodig…
Blend / Flip…
Instructienoodzaak…
The flipped classroom
Leerlingen doen de game thuis
Lessenserie
VMBO jaar 3 & 4
- Drie lessen van 45 minuten
- V.A.S.T. Game als huiswerk
- Gebaseerd op modellen van Thornbury en Neuner
Les 1 – Writing History
Tijd Activiteit
Huiswerk Installeer spel en maak personage aan
10 min. Starten
5 min. Brainstormen over omschrijven van geschiedenis personage 1. awareness-raising A. understanding new input
15 min. Schrijf de geschiedenis van je personage 1. awareness-raising
10 min. Deel je geschiedenis 2. appropriation C. guided production
5 min. Afsluiten
Leerlingen leren en herhalen hoe je in het Engels de geschiedenis van een personage omschrijft.
Thornbury 1. awareness-raising
2. appropriation
3. autonomy
Neuner A. understanding new input
B. reproduction/consolidation
C. guided production
D. free production
Les 2 – Working on Difficulties
Tijd Activiteit
5 min. Starten
10 min. Nadenken over omschrijven van uiterlijk personage 1. awareness-raising A. understanding new input
10 min. Werken met feedback uit V.A.S.T. Game 2. appropriation B. reproduction/consolidation
15 min. Omschrijf het uiterlijk van je personage, klasgenoot tekent C. guided production
5 min. Aantal leerlingen presenteren tekening D. free(r) production
5 min. Afsluiten
Leerlingen verbeteren Engelse spreekvaardigheden door te werken met de feedback vanuit het spel (met name problematische woorden).
Thornbury 1. awareness-raising
2. appropriation
3. autonomy
Neuner A. understanding new input
B. reproduction/consolidation
C. guided production
D. free production
Les 3 – Language Village
Tijd Activiteit
Huiswerk bereidt leerlingen voor op language village 2. appropriation B. consolidation
10 min. Starten en uitleg language village
15 min. Language village ronde 1 3. autonomy D. free production
15 min. Language village ronde 2 3. autonomy D. free production
5 min. Afsluiten
In een talendorp, met het spel als thema, laten leerlingen zien wat ze tijdens de lessenserie geleerd hebben.
Thornbury 1. awareness-raising
2. appropriation
3. autonomy
Neuner A. understanding new input
B. reproduction/consolidation
C. guided production
D. free production
Les 3 – Language Village In het talendorp zijn 5 stands waar leerlingen opdrachten moeten uitvoeren.
Stand 3 wordt bemand door de docent.
Stand 1
Where am I?
Stand 2 Stand 3
Stand 4 Stand 5
Task in the game Five difficult
words
Describe the
robot
Your character’s
history
Contact
Credits:
LINGO Online was created and developed by Magma Studios and Carnegie Speech Company utilising game based learning and speech analysis technologies. This product was originally created for the Ministry of Education in Singapore, known as V.A.S.T.: Voice Activated Spy Tech, and is now commercially available under the name of LINGO Online.’ For further information please contact: [email protected] / [email protected]
This study was made possible by a grant from Kennisnet (www.kennisnet.nl) and internal funding of Windesheim University of Applied Sciences.