Sunday, May 17, 2015

Games and CLT

Using games in the foreign language teaching classrooms is not a novel concept. K-12 (i.e. elementary, middle and high school) teachers have been using educational games for decades. Usually these are supplementary activities in which students practice their communicative skills or test grammatical or lexical items. Students enjoy these type of activities because the element of play helps them learn in a relaxed and fun environment. Games in the classroom also have the element of competition, but this kind of competitive behavior is usually focused on group behavior. Even if game roles are assigned to individuals this type of competition is perceived mainly as non-serious and non-academic.

College teachers of foreign languages are less likely to use games in the classroom. Why? If the use of games in a language class for seventeen year old students can be effective then why is it no longer effective when teaching eighteen year old students in college?

It may be true that teenagers who come to college suddenly feel "grown ups" and expect to be treated like adults. In the four years of college they will mature and will learn how to appreciate lectures by professors delivered in a style drastically different from their K-12 experiences. True as it may or may not reflect the psychologies of the generation X students, spoiled by the "fun" factor in every walk in their lives and by the extensive use of video gaming, the observation above does not fit well the standard foreign language instruction in college. Unlike other academic classes, which may contain hundreds of students in the auditorium, language classes in college or university will remain small. Among many classes that college students the experience of learning a foreign language in college will be very similar and therefore familiar to their K-12, and especially high school, environment.

Foreign language curriculum is rigidly structured around a specific number of teaching hours. On average, a liberal college student who will not specialize in a foreign language and is required to take at least one year of foreign language will spend around 100-120 hours learning a second language. Teachers point out that this is not enough to acquire communicative skills and reach a level of fluency to communicate effortlessly in a different culture. As a result, the focus in the academic setting is to use limited time to develop communicative skills. Games are therefore considered as divergence from a communicative situation since these activities are played according to artificial rules. The primary goal in the game is to play a game rather than to communicate. So does it mean that games cannot be incorporated into the model of communicative teaching of foreign languages?

Let's brainstorm ideas in favor and against the use of games in the academic foreign language classroom. What are the advantages of introducing language games in a college classroom? It's fun. Cognitive performance, in my view, is enhanced by a fun and competitive play which is essential not just for children and teenagers but also for adults. Games produce laughter and mistakes are taken lightly, with a grain of salt. Some game forms, such as Jeopardy or the Wheel of Fortune, may even be so familiar to some students that it will feel to them that they are not learning at all. The advantage of a "gaming" approach may be to create a situation in which communicative skills are obtained while playing a game. Students can be required to communicate with each other only in a target language; rules can be given in the target language; the topics and the themes of games can incorporate grammar teaching points and new vocabulary; and so on.

So why games are not used as the main method for teaching a foreign language in the academic setting? Let's consider some disadvantages. The problem of limited time is perhaps the main reason: games, if not organized or conducted thoughtfully, can become prolonged or disorganized. Too much fun can lead to wasted time in the classroom setting. Secondly, at some point evaluation on the individual level, usually in the form of formal grading, must be considered and administered fairly. Isn't it safer to focus just on the structured material used in the traditional classroom?

In my opinion, the use of games in the foreign language classroom is not a method. It's a cognitive tool which can be used to enhance a communicative approach. The games should be carefully selected and designed. A teacher is expected to prepare for a game just like he or she would prepare a lesson plan. Certain skills should be acquired in order to maximize the use of communicative elements in the game and avoid the waste of classroom time which does not meet a particular pedagogical goal.

If the incorporation of games into the academic classroom may not be a good fit for your teaching style or unacceptable for your academic program consider finding a way to include games outside the classroom. Homework assignments can also be in the form of games. Consider teaming up with some computer developers to design a video game which can be played at home to expose your students to foreign languages. The bottom line is - games can be part of the communicative approach and do not contradict the principles of providing a platform for serious language learning.

Tuesday, January 22, 2008

Can Virtual Reference make use of a Hologram?

Yesterday Prince Charles was beamed to Abu Dhabi environmental conference via a hologram. That is his prerecorded image, of course! Although he is not the first person to take advantage of the technology (David Beckham and Al Gore previously appeared as a holographic image before the audience) the reality of the futuristic technology is becoming more tangible than ever.

Sure, the day when we'll see a holographic image of the reference librarian is not tomorrow but my bet is that it's something that we may see in the next decade. The question is: what kind of service can we expect from a hologram? How interactive is the holographic image can really be?

Well, if we may see the use of a hologram in the library for promotions of library services or may be even some day for very basic reference questions such as directional information then it may take some years before a real reference question will be answered by a holographic reference librarian.



Wednesday, January 2, 2008

Mrs. Dewey: Search Engine With an Attitude

Even thought this may not be recent news, I found out about Microsoft's promotional project, Mrs. Dewey, only last week. An experimental web site (started in 2006) that promotes LiveSearch using an Adobe Flash software is something that might appeal to the future reference services. Mrs. Dewey's concept has a 21st century touch as it offers visually something new and entertaining, and this may appeal to a group of library users. So, why not create a reference service based on this concept?

Pros:
* great promotional tool
* integration with ILS (for optional use)
* integration with reference service (for directional questions)
* entertaining

Cons:
* costly to implement (Adobe Flash design, video equipment, scenario script-writing)
* may be seen as a "threat" by the reference librarians
* is it really effective? (more studies, meetings, etc.)
* may offend some groups of users if library avatars start imitating what is "cool and sexy" on the internet, not unlike Mrs. Dewey's charming but sexually charged image.

Facts:
* started by Microsoft in 2006
* Adobe-Flash based
* developed by McCann-Erickson design firm
* avatar is a person (Janina Gavankar,an actress who features in ~600 video clips)
* promotional web site for LiveSearch

Sources:
www.msdewey.com/
en.wikipedia.org/wiki/Ms._Dewey
www.seroundtable.com/archives/006645.html

p.s. see also the most recent ALA's supplement to Library Journal which features a story about virtual reference service.

Friday, December 21, 2007

Welcome! My first blog is a BOX (a TokBox that is...)

Hello! My name is Konstantin. If you are a first time visitor, welcome! This is my experimental blog where I ... well, will be experimenting with new (and may be not so new :)) technologies. This blog shall be something like a showcase of web things that someone might be interested in. So, let's take an adventure into the world of the Unknown.

This first exercise demonstrates the wizardry of TokBox - a web company that allows to easily integrate video chat/conference into your ordinary web experience. All you need is a free account with TokBox and a web cam. I've got both and voila! It works!

Get your own TokBox at www.tokbox.com.


Video call me or leave a message :)