Trace Effect

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2-day face-to-face training: orientation, pre-course survey & test, demo (chapter 1). - online learning on Edmodo & Facebook close group. - final project.
OUTLINE 1. Background

2. Project 3. Outcome

4. Implication 5. Recommendation

6. Q & A

1. BACKGROUND  English Access Micro-scholarship Program

 Trace Effects  Game-based learning in Vietnam  gap

2. PROJECT  Participants: 9 members, Access teachers & students (Lao Cai, Bac Ninh, Son La, and Quang Ninh )  Objectives: - develop English language competency - advance understanding of the US culture and values - develop motivation in using ICT in learning English - prepare for their life long self & collaborative learning

2. PROJECT  Justification: - Access program - Trace Effects  Design: - 7-week blended-learning course - main components:  face to face training  online learning  camp

2. PROJECT  -

-

Implementation: plan, design, develop timeline 2-day face-to-face training: orientation, pre-course survey & test, demo (chapter 1) online learning on Edmodo & Facebook close group final project 2-day camp post-course survey & test

2. PROJECT  -

Evaluation: pre- & post-course surveys pre- & post-course tests interviews teachers’ reflections

3. OUTCOME Survey: students’ evaluation of their experience

3. OUTCOME Interviews: students’ reflections of their experience

4. IMPLICATION  -

Enabling factors for effective game-based learning Teacher roles Material & activity development: differentiation Technical support Extended trial-and-error discovery time

 Obstacles - Project members: motivation, contribution, communication, cooperation - Local teachers: understanding of the project - Students: insufficient computer skills, conflicts of timetable - Infrastructure

5. RECOMMENDATION   -

Suggestions for future implementation Member selection criteria Methods of communication Task assignment Team building Technical preparation Briefing Suggestions for future development curriculum integration case study triangulation teacher training further study of similar educational games

REFERENCES Ang, C. S., & Zaphiris, P. (2008). Computer Games and Language Learning. In T. T. Kidd & H. Song (Eds.), Handbook of Research on Instructional Systems and Technology (pp. 449-462). New York: Information Science Reference. Godwin-Jones, R. (2014). Games in Language Learning: Oppotunities and Challenges. Language Learning and Technology, 18(2), 11. Trace Effect - Teacher's Manual2014). Trace Effects - Teacher's Manual, B. o. E. a. C. A. Office of English Language Programs, United States Department of State (Ed.) Retrieved from http://www.americanenglish.state.gov/files/ae/resource_files/intro_n ov2014new.pdf

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