make belief comix dllm

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GROUP MEMBER: IVY CLARE LAU NGIE CHEON LEANZA MUHAMMAD ISMADY TIONG WONG ING MAKE BELIEFS COMIX

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presentation on DLLm

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G R O U P M E M B E R : I V Y C L A R E

L A U N G I E C H E O N

L E A N Z A

M U H A M M A D I S M A D Y

T I O N G W O N G I N G

MAKE BELIEFS COMIX

Characteristic of usability of

a DLLM

the product‟s

design process

the product

itself

use of the product

User expectations

user experiences

of the product

In terms of pedagogical usability, the „Make Belief Comix‟ does fulfil the criteria of:

learner control learner activity cooperative/collaborative learning goal orientation applicability added value motivation valuation of previous knowledge flexibility feedback

About Make Beliefs Comix…

easy tool to be used

as a language learning material

can create their own comic and design it

according to their own

preferences

no need to sign up or log in

to an account

can choose characters,

their expressions, backgrounds and etc from

the templates

students can add dialogues into their comic (as LLM)

Example

Another example

Pedagogical usability: Learner Control

When using „Make Belief Comix‟, students can take control in deciding what type of story-board/comic they wanted to come up with.

Whenever there is a new topic/theme to be taught in class, teachers can first ask the students to create a comic based on the sub-topics available in that theme.

Pedagogical usability: Cooperative Learning

promote cooperative/collaborative learning among students.

Question: HOW??

Answer: They can discuss and share their opinions on what story-board to be used and later, e- mailed their respective works to each other.

goal orientation of teachers and students should be aligned/clear

both teacher and students should be clear about what objectives are to be achieved through this material

Pedagogical usability: Goal Orientation

„Make Belief Comix‟ is a learning material that corresponds to the skills that learner will need in everyday life.

in their story-board/comic, there will be dialogues inserted.

These dialogues can/may give them a rough idea on how communication in real-life happens in a particular situation (as in language features used in real conversation)

Pedagogical usability: Applicability

The dialogues that students come up with reflect authenticity as they are created by the students themselves

Reflects their backgrounds and maybe cultural difference

It is important for students to learn something that is relatable to them as it will be easier for them to remember.

For instance, teachers can grammar topics such as past tense by giving them a title such as “What did you do with your friends yesterday”.

Pedagogical usability: Learner Activity

Pedagogical usability: Added Value

The contents are interesting to the learners and is in the form that they desired.

Pedagogical usability: Previous Knowledge

By making a comic related to the topics learnt, students are able to put their previous knowledge („trying out‟ their tenses and vocabulary) into use

Pedagogical usability: Feedback

Through the usage of „Make Belief Comix‟, students can provide feedbacks to their peers and at the same time, motivating each other to perform better.

Pedagogical usability: Motivation

The students will have both intrinsic and extrinsic motivation to create the comic.

Extrinsic motivation: They are asked to complete the task( create a comic according to the topic they have learnt)

Instrinsic motivation: This interesting material helps students to learn. Things that are related to their real-life experience/background tend to be more interesting to them.

Our Group‟s Comic

THANK YOU!!!