guess it! language trainer

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Post on 22-Jan-2018

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• Anke Berns (Language teacher)

• Alberto Cejas Sánchez

• Manuel Palomo Duarte

• Juan Manuel Dodero Beardo (Software engineers)

TEAM

CONTENT

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1. TEACHING FRAMEWORK

2. PURPOSE OF THE PROJECT

3. IDEA OF THE APP

4. DESIGN FEATURES

5. EXPERIENCE

6. OUTCOMES

7. BENEFITS OF GUESS IT! for SL

8. FUTURE WORK

1. TEACHING FRAMEWORK

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•beginner level (A1.1; CEFR)

•very large language courses

•few hours of language practice in class versus many

hours of independent learning

•few opportunities to attend personal learner needs

•need for more individualized feedback

•need for more language input & output

2. PURPOSE is:

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•to explore the potential of smartphones to enhance

language learning out of class;

•to provide learners with highly interactive learning

materials & environments that could be accessed

anytime and anywhere

3. IDEA of the APP

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• APP should support out of class

learning.

• APP should facilitate ubiquous

learning & offer learning

statistics & feedback.

• APP should get users actively

involved in the game design &

development.

4. DESIGN & INTERFACE

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4.1 Features

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• GuessIt! is based on the idea of

guessing & explaining words.

• Users can play, assess & create new

definitions to enter in the game.

• Users can access different kinds of

statistics on their individual game-

performance.

• Use of Google Speech to provide

learners with audiofiles of all

definitions.

4.2 Register for account & LOG in

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4.3 MENU & Category/level

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4.3 Guess - assess & report words!

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4.4 Report options

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4.5 GUESS or look first for a clue!

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CAN YOU GUESS THEM?

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… OR DO YOU NEED A CLUE?

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GUESS AGAIN!

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… OR DO YOU NEED A CLUE?

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WOULD YOU GUESS THESE?

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4.6 STATISTICS

… success ratio!

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CREATE A NEW DEFINTION!

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4.7 NOTEBOOK

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5. EXPERIENCE

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• more than 120 students from the A1.1 level

• 2 training sessions in class

• students used the APP for 4 weeks

• each week they were asked to play a different

level: level 1-2, level 3 y level 1-4

• each week they had to fill in a test

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6. OUTCOMES

• 165.178 definitions played

• Average play-time by each student: 9 hours

• 568 new definitions

• Significant improvements in writing & speaking

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7. BENEFITS of GUESS IT! for SL

• Learner centered

• Involves learner actively

in their learning process

• Enhances interaction

amongst users

• Peer- assessment +

feedback

• Learning statistics

• Ubiquituos Learning

• Dynamic Content

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• Algorithm

• Implementation of the

system to allow users to

improve reported

definitions

• Multi-Player-Mode

• Other plataforms: iOS,

Windows Phone

• Integration in LMS:

moodle, SNS, etc.

8. FUTURE WORK

• THANK YOU FOR YOUR ATTENTION!

If you -as a learner- have any suggestions

on how to improve and implement the

APP please contact us:

[email protected]

[email protected]

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WOULD YOU LIKE TO TEST IT?

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