Here are some of the major factors hindering the successful implementation of English language curriculum reforms in Libya according to the sources provided.
The sources highlight that the Libyan education system faces systemic challenges in successfully implementing English language curriculum reforms. These challenges range from deeply rooted cultural beliefs about teaching and learning, to the lack of resources, to the effects of the ongoing conflict in the country.
What are the recommendations for implementing a revisedcurriculum in Libya based on the Communicative approach?
Sharing here Seven Videos on the Effective Use of Video, a great post by Tony Bates about how video is greatly underused in Higher Education. I think it's not just HE, but education in general, and although there is a long tradition of using video content for language teaching, especially as sites such as Youtube offer a rich source of authentic language, I suspect there is a lot more that teachers could be doing with video.
One of the great features of videos posted on Youtube is the topicality and inventedness, and much of that comes from remixing content. The following video is one of the best recent examples of this:
Of the videos Tony Bates shares in his post, my favourite is the use of video in interactive simulation game. This is a game that asks students to make decisions during a health assessment home visit, aand is a fabulous example of how an educational decision-tree game that features video can be used for education. A bit complicated and probably beyond the ability of most teachers to design, but the possibilities are endless with this type of format:It's definitely an idea/format I would like to explore.
How to create branching videoThere are a number of posts that look helpful if you want to start* How to create an interactive video on Youtube - A video with suggestions on how to create a simulation / choose your ownn adventure story with multiple videos (see video below).
* How can I make an interactive branching video?
* What is interactive video? (Best examples and software)
* Stornaway - a website allowing for more sophisticated interactive video to be created (free version available)
Longer version of the above video is here.
On today's Teachers Talk Radio show, I spoke to Neurodivergent parent, Kate, about her experience of home educating two boys with autism / ADHD.
On today's Sunday lunchtime show, I spoke to Gerard McLoughlin about inclusive practices in #education, especially #ELT, and was joined at the end of the show by Phil Longwell.
I really enjoyed speaking to Larbi Arbaoui about creative writing and ELT on my Teachers Talk Radio show today. The recording of this can be found here, and it's also on the Teachers Talk Radio Youtube channel.
Among other things, Larbi spoke about the Oliveseed foundation and the short story competition and anthologies of student writing.
Today, I was pleased to have Joe Dale join me for the second time on my Teachers Talk Radio show.
Among other things, Joe is UK Independent modern foreign languages & technology consultant in the UK Former host of TES MFL forum & short-listed for NAACE Impact Award 2013 for Curriculum Support.
Over the last couple of years, Joe has established his expertise in the use of artifical intelligence in language teaching and learning, and so it was fascinating to talk to him about this, and he generously shared his knowledge and experience of using a wide number of AI tools and how to use them with language learners.
The recording of the show is below (and another (longer) audio recording is here)
Joe shared the transcript of our conversation here, and an audio overview, produced by Google's notetaking assistant, NotebookLM. I highly recommend keeping an eye on Joe through Twitter (X) and following Joe's Youtube channel if you want more useful ideas. Joe also runs the Language Teaching with AI Facebook group, which has become a thriving community, with lots of sharing of ideas and discussion on how best to use AI in our sector. Below are links to some of the AI tools Joe talked about:* https://www.briskteaching.com/ * https://www.openstreetmap.org/#map=5/23.94/-102.58 * https://www.screencastify.com/ * https://www.loom.com/ * https://workspace.google.com/marketplace/app/mind_maps/105279339696 * https://asuo-images.streamlit.app/ * https://mizou.com/ * https://www.magicschool.ai/ * https://schoolai.com/ * https://www.eduaide.ai/ * https://www.perplexity.ai/ * whisper ai * https://turboscribe.ai/ * https://web.diffit.me/ * https://audiopen.ai/ * https://padlet.help/l/en/article/w9yl61m88g-magic-padlet
In addition, Joe recently shared a list of Accessibility and AI tools for language learning and a cross-curricular summary of accessibility and AI tools.
On today's Teachers Talk Radio show, I was joined by Eugenia Carrion from Argentina for a conversation centring around critical citizenship. You can listen to the show at this link or on Youtube (below):
Decentring English Language Teaching (ELT) was the topic of todays' Teachers Talk Radio show. We also talked about AI and action research in ELT. You can listen back to the conversation I had with Leonardo Lima from Brazil on Youtube (below) or at this link.
Check out the video for an interesting comparison between ChatGPT, Bing, and Bard when it comes to learning a language. Here's how they are rated:
Speaking and listening
How easy is it to speak and listen with these GenAI?
Speed and accentWhich of the GenAI allows you to modify the accent (speed and actual voice accent)?ChatGPT 1.0 - the unmodified version does not let you change speed or accentChatGPT Mod 4.0 (modified Chrome voice extesion) - this allows you to adjust listening speed and it gives you a choice of accents for popular languagesBing 1.0 - no change of listening speed or accentBard 1.0 - no change in listening speed or accentWatch the video for ating of other features (multiple language switching, available on the go, reliability, convenience, mobile friendly). To sum up, the reviewer rates ChatGPT Mod (with Chrome voice extension) as the best GenAI tool overall for language learning.
Donald Clark has published a very interesting blog post about how 'Learning Designers will have to adapt or die' and suggests 10 ways for them to upskill to AI.
Just how AI will affect the job market has been a hot topic for discussion recently. The Economist's message is that the West suffers from too little automation, not too much, and we shouldn't worry.
Anecdotally, I have heard of two very different sides to how generative AI is affecting work right now. A partner's colleague who works in educational publishing has reported that this publisher has stopped working with the three freelance graphic designers they regulalrly contracted work to, and instead have hired a 'prompt engineer' for their illustration needs. On the other hand, Mexican friend who works for a PR agency told me her boss has embraced the changes and is giving the team (copywriters and illustrators, etc) weekly training sessions on how to get the best out of AI tools, and is encouraging they use them. She also told me that she was recently asked to write an obituary of a famous entertainer who passed away unexpectedly, and using ChatGPT what would have normally have taken her four hours or so to research and write, took only twenty minutes.
What surprises me is just how unaware some people involved in the IT sector are, of the inevitable disruption to their work that generative AI poses. Some people are very switched on, like a friend of mine who works as a coder, who tells me how 50% of his job now involves him using ChatGPT to generate code. He then validates it, which is where his skill set comes in. This friend expects the money offered for coding projects will drop substantially as organisations realise it's not a time-consuming as it used to be and the skill involved is less being able to write the code, but in checking and tweaking it. However, at a birthday party recently, I got talking to someone who works in IT for an important Merchant Bank in Zurich, and she only had a vague awareness of generative AI, and hadn't even heard the term 'prompt engineer.'
When it comes to learning design, Donald Clark reports that AI and Generative AI has "started to play a major part of the online learning landscape" with it being used for "learner engagement, syllabus planning, core skills identification, learner support, content creation, assessment, and so on."
I recommend you read Donald's blog post to see the details of how he thinks learning designers need to upskill. Some of the suggestions are obvious (e.g. moving from 'linear' to 'complex', from 'media production' to 'media generation') and will save a lot of time and money. Some are buzz words (e.g. pedAIgogy rather than pedagogy), and quite a few I don't agree with (e.g. 'Presentation skills' being replaced by 'Technical AII skills'; 'Complex AI learning journeys' replacing 'Gamification'; 'Voice' replacing 'writing, typing') I think presentation skills won't disappaer and gamification will still be used, just in a different way, People will also need to write and type. Look at what people said about AI voice assistants replacing text input (they didn't) or how some people (me, for example) hate leaving or receiving voice messages on WhatsApp - in my experience, people spend far longer and waste my time waffling their thoughts than when they send a brief and concise text message. I also can't listen to audio messages (when I'm in meetings, etc) all the time, but I can always read a text.
Despite that, I do agree that learning design, and other jobs are about to be completely disrupted, if it isn't already happening now.
I heard it first on Facebook, it sounded so sublime. A virtual world beyond what we see in space and time. A place where we could live and work and play. A digital dream where anything was okay. But now AI's killed the Metaverse. and we never saw it coming at all. AI killed the Metaverse. And now we're left with nothing at all.
Remember the Metaverse? That place that resembled Second Life but which was actually many places (Meta Multiverse?) and where you could use VR, and where the avatars didn't have any legs? What's happened to it? I think the buzz around ChatGPT, MidJourney, and all things AI has basically killed it off as anything to get excited about. To use Gartner hype-cycle-speak, the Metaverse is probably languishing in the Trough of Disillusionment with little chance of dragging itself up the Slope of Enlightenment.
It doesn't surprise me. Although, I briefly got excited that the initial flicker of virtual worlds becoming the next big thing again, the fire was never fully lit. The Metaverse played hard to get and try as I did to understand where to go, it was never very clear. Unlike those heady days when Second Life captured people's attention back in 2007, the Metaverse never had one clear meeting place. And why didn't the avatars have legs?
It was floundering late last year, with Forbes asking 'What happened to the Metaverse dream?' :
"Much of the world is stumped on the idea of the “metaverse dream,” where our real world would merge seamlessly with a virtual 3-D world. This would be an entirely new type of wireless wearable platform—a quantum jump from our current handheld or desktop 2-D computing world."
In this Wall Street Joirnal Tech Briefing debate, 'Can the Metaverse live up to its hype?', for my money, the best arguments were said by Phil Libin who doesn't think the Metaverse will realise its potential:
"I think the Facebok vision of the Metaverse is...so stupid it makes me sad. It accomplishes nothing. If yu're having a hard time understanding...what is it we are doing? What does this accomplish? Sometimes the emperor really doesn't have any clothes..."
...and...
"Now more than at any other time in history, it's time to invest in the real world and really just not try to figure out what we can do with a piece of plastic duct taped to our face...I think VR is a dead-end. I think there are certian experiences that make sense in VR. Those experiences are few. Those experiences are far-between. Those experiences have been with us for twenty years. There hasn't been meaningful innovation in VR and there won't be, because there's this fallacy that what people want is more immersion, and actually people don't want immersion most of the time. That's why most of us spend most of our time in the least immersive devices possible...our phones. Instead of sitting in front of big TVs. That's why 3-D movies, which have been around since the 60's have not replaced normal movies."
Since then, we have seen such an huge explosion of interest in Artifical Intelligence generators, both image and text, that almost everyone seems to have turned their back on the Metaverse promise. 'Is the Metaverse already dead?' asks the Fast Company:
"What if the next big thing never quite becomes the next big thing? Why? Generative AI just stole its thunder. All along, plenty of observers have refused to buy into the irrational exuberance over the Metaverse. But I can't imagine anyone spending a few minutes fooling around with Open AI's ChatGPT...and concluding that generative AI is...something that requires another decade of work before it'll matter. The technology might fail to live up to 90% of its promise. It could create more problems than it solves. But it's still going to have a sprawling impact on our lives, starting this year."
The Financial Times in February this year asked Whaever happened to the Metaverse?
"So unenthusiastic are Meta’s own investors about the idea that chief executive Mark Zuckerberg was recently forced to say that the metaverse is “not the majority of what we’re doing”. These days, he’s talking more about efficiency than the metaverse...Where did it all go wrong? The metaverse has a couple of major problems. The first is that nobody seems to be able to agree on what it is — even the people setting themselves up as the leaders of our new fantastical future can’t seem to come up with a common definition. The Metaverse never really began - and yet, it's already over. .
I can't help thinking it's aptly ironic, given the emergence of Facebook (renamed and relaunched as Meta) was largely responsible for people's excitement in Second Life being dulled. Well, that and the emergence of competitors (such as Open Sim), especially for education when Second Life raised their prices and the much-promised improvements (less lag, less requirement for a top-of-the range computer) didn't materialise. Oh, and not forgetting the appearance of Minecraft, which was an exciting game as well as a world building tool, and much easier to use. Oh, and at least the avatars in Minecraft had legs!
We thought we had control, we thought we had the power. But the machines were learning, hour by hour. Now they've taken over, and there's nothing we can do. The virtual world we built is gone, it's true. AI has killed the Metaverse. And we never saw it coming at all. AI has killed the Metaverse. And now we're left with nothing at all.
I'm currently attending the 2023 TESOL Convention in Portland, Oregon, USA. At the opening on Wednesday, the Presidential Panel was on 'Inspiring the Future of Research in ELT' and featured Joyce Kling (President, TESOL International Association (2022–23); Senior Lecturer, Lund University, Sweden) and Jun Liu (President, TIRF; Rector, City University of Macau, China; Past President, TESOL International Association (2006–07) as modeators, and David Nunan (Trustee, TIRF; Professor Emeritus, University of Hong Kong, Hong Kong, China; Past President, TESOL International Association - 1999–2000), Peter De Costa (Coeditor, TESOL Quarterly; First Vice President, AAAL (2022–23); Associate Professor and MATESOL Program Director, Michigan State University, USA), Shondel Nero (Inaugural Recipient, TIRF James E. Alatis Prize (2016); Professor of Language Education, New York University, USA). and Özgehan Uştuk (Chair, TESOL Research Professional Council; Postdoctoral Fellow, The Hong Kong Polytechnic University, China). The debate about the divide between teaching and researching has been going on a very long time, but that doesn't mean it has gone away, so this discussion was a welcome one, although only lively / engaging in parts. Here are some bullet points from notes I took (much of them are direct quotations from the speakers - unfortunately, I didn't have time to record who said what most of the time). Much of this seems self-evident and not new, but the fact that this is taking place indicates there is a need for this to be an ongoing discussion. What seems lacking is an acion plan. * Shondel: When it comes to collaborative research, teachers are too often perceived as consumers rather than partners * Researchers need to spend more time in the classroom * Do the research 'with' the teachers not 'on' the teachers * The best research is the research that is done in your own backyard * David: teachers need researchers and researchers need teachers * Teacher research should be considered systematic reflection in your own practice made public * If researchers don't collaborate with teachers, they end up asking questions that teachers never ask = pointless * Teachers are often scared of the concept of research, and research often divorced from the teaching * Jun: We need to think about a teacher-researcher persona * Shonel - Reseacher can only ask the questions if they understand the context. This is why they need to visit classrooms * Research needs to be more contextual, relevant to the classroom * Peter - Researchers need to be in the schools, and research needs to deal with day-to-day classroom realities * Researchers need to involve students, materials writers, policymakers - it needs to be more participatory * Teaching English is far more than English and far more than just teaching * If a teacher is curious about learning and trying to understand how to teach better, then the teachers is also a researcher * The researcher KPI is how much they publish; the teacher KPI is how well teach. Helping the teacher teach better should be a KPI for researchers * We always use term 'teacher researchers' How about the term 'researcher teacher'? * Peter - Building community is important - the classroom doesn't exist in a vacuum * Research should be more contexualised, flexible and based on local resouces * Shonel - we need to understand the broader societal issues to become better teacher-researchers
"ChatGPT-3 does not provide you with an answer to your prompt, it provides you with an output. That is a different thing altogether" (Kate Lyndsay, 2022)
Continuing the series on ChatGPT and Assessment (Pt 1 and Pt 2), let's look at how the emergence of tools such as ChatGPT has disrupted the nature of education (see ChatGPT and Education), especially University Assessment.
Designing Assignments in the ChatGPT Era has this to say:
"Some instructors seek to craft assignments that guide students in surpassing what AI can do. Others see that as a fool's errand - one that lends too much agency to the software...Either way, in creating assignments now, many seek to exploit ChatGPT's weaknesses."
The article then goes into detail of how to do this. Either way, it recognises that assignments, and clearly (although not stated here) assessment in general has been disrupted and there is no going back.
Educators have started initiatives to take advantage of this disruption, some of which I've already shared on this blog. A recent discover is Creating a Collection of 101 ideas to use AI in education, which is a call to action to crowd-source useful ways the new tools can be used effectively in education.
When it comes to assessment, Kate Lindsay's post on ChatGPT and the Future of University Assessment is an interesting read. Beginning by stating how academia has been 'stunned' by the tool's essay writing and usability (Herne, The Guardian, 2022), and the concern that students can "now easily produce AI-assisted written work with minimal effort, dumbing down the value of their university degree", she moves on to predict:
The sheer volume and scale of what’s coming will be meaningfully different and ultimately challenge the foundations upon which we measure that ability to think – university assessment.
Kate then presents four possible scenarios for university assessment:
Kate has also a framework for approaching AI and university assessment on her blog, and has shared a collection of articles on Wakelet related to AI and University Assessment. Mentioned in Kate's first blog post, this guide by Ryan Watkins, Update your course syllabus for ChatGPT, suggests ten creative assessment ideas which incorporate ChatGPT or ask students to do something that ChatGPT can't:1. Prompt competetions. Choose a question with no single right answer and ask students in groups to use ChatGPT to write prompts to answer the question, later sharing them and the answers in class and rating the best one. 2. Reflect and improve. Students use ChatGPT to answer a question, then reflect on the answer, check and change the results, using track changes so the teacher can see how their answer differs from the original ChatGPT output. 3. Re-vision. After using ChatGPT, students rewrite the output from a different perspective, expanding it and correcting any errors. 4. Dual assignments. Give students the option of using ChatGPT or not. Those who use it should track changes to show what they change. 5. Mind Maps. Ask students to create mind maps to illustrate an answer, as ChatGPT can't make visual representations of content in this way. 6. Debates. Students debate an issue and are assessed on their performance. 7. Videos or podcasts. Students record audio or video to answer a question. 8. Explain your thinking. Ask students in addition to writing an answer / essay, to add comments that explain their thinking, or to do this seperately in an audio or video file. 9. 2x2 matrix. Students compare two concepts using this or a Venn diagram. 10. Next time. Students use ChatGPT to answer a question, then reflect on what they learned from this. What is clear to me from all of these reflections and suggestions, is that the approach to Assessment needs to change. Finally, I tend to agree with what JISC has stated in relation to AI writing tools, that:
'We should really regard them as simply the next step up from spelling or grammar checkers: technology that can make everyone’s life easier’ (Weale, The Guardian, 2023)
The last of the Major Educational Challenges Facing Teachers today according to ChatGPT was how the COVID-19 pandemic impacts on virtual learning and the education system. This is the advice the software provided for teachers:
1. Be prepared
Be prepared to adapt to virtual and online learning, and be familiar with the technology platforms and tools that will be used for remote instruction.
2. Communicate with students and families
Communicate regularly with students and families to keep them informed of changes and updates to the virtual learning experience.
3. Set clear expectations and boundaries
Clearly communicate expectations and boundaries for virtual learning, such as attendance, participation, and deadlines.
4. Use a variety of teaching methods
Incorporate different teaching styles, such as visual, auditory, and hands-on activities, to engage students and cater to different learning styles.
5. Provide support for students
Provide support for students who may be struggling with the transition to virtual learning, such as additional office hours or tutoring.
6. Address technical issues
Address technical issues promptly and provide support for students and families who may be experiencing technical difficulties.
7. Ensure equity
Ensure that all students have access to the resources and technology needed for virtual learning, and that the curriculum is inclusive and culturally responsive.
8. Reflect on your practice
Reflect on your teaching practice and look for ways to improve your instruction and support students in a virtual learning environment.
9. Seek guidance from your school administration
Seek guidance and support from your school administration and use the resources provided by your district or school to manage the impact of the pandemic on virtual learning and the education system.
When asked about how to keep up with new research and best practices, as part of the Major Challenges Facing Teachers today, ChatGPT suggested the following:
Teachers can first read educational journals and publications: Read educational journals and publications such as Education Week, The Journal of Educational Research, and The Educational Forum to stay up-to-date on new research and best practices in education.
Then, I recommend Attending professional development workshops, conferences, and webinars to learn about new research and best practices in education.
Also important is to join professional organizations: Join professional organisations such as the International Society for Technology in Education (ISTE) and the National Council for Teachers of Mathematics (NCTM) to stay informed about new research and best practices in education.
You can also utilise online resources such as the EdTech Review, EdSurge and EdTech Times to stay informed about new research and best practices in education technology.
Don’t forget to collaborate with colleagues. Collaborate with other teachers to share resources, ideas and best practices.
If you have time, participate in research. Participate in research studies or pilot programs to gain practical experience with new research and best practices in education.
Reflecting on your teaching practice and looking for ways to incorporate new research and best practices into your instruction is a valuable activity.
Finally, Seek guidance and support from your school administration and use the resources provided by your district or school to stay informed about new research and best practices in education.
I've recently seen a lot of posts on social media criticising ChatGPT: warning that it delivers factually incorrect responses, showing how you can trick it into giving the wrong answers to maths problems, complaining it makes up references to sources that don't exist. All these posts really show is the author's misunderstanding of what ChatGPT is and what it isn't.
The graphic above (by HFS Research) is useful. In another article, HFS Research write:
"Let’s not forget the platform is limited to the input the algorithm was trained on... it's a large language model, GPT-3 (Generative Pretrained Transformer 3)..."
What does ChatGPT say about itself? It says: it was:-
…trained using a machine learning technique called unsupervised learning, which means that it is trained to generate text by predicting the next words in a sequence based on the ones that come before it, without the need for human-provided labels or annotations. This allows GPT-3 to generate text that is often indistinguishable from text written by a human. GPT-3 is considered to be one of the most advanced language processing models available, with many applications in natural language processing tasks such as language translation, text summarization, and question answering.
There are concerns that the ability of ChatGPT to generate conversational text means it has potential to generate fake news or other misleading content. As this article from Monash university states:
It’s also important to remember that the ChatGPT model does not have its own thoughts or opinions. It solely depends on the user and how they use it...it can be difficult for users and the third parties to understand how the model arrived at a particular output.
It is not a knowledge tool, not a search engine, although this type of software will surely soon lead to another where its outputs are validated and can be better trusted. This has already started with semantic search engines. This is undoubtedly going to lead to a different way of searching and a new way of searching for and creating content for the web. The Search Engine Journal suggests the following:-
Create content that clearly and concisely answers a common query at the top of the page before delving into more specific details. Make sure to use structured data to help search engines understand your content and context...It’s time to stop creating content around keywords. Instead, you should be thinking about broad topics in your niche that you can cover in-depth... Instead of creating dozens of short, disparate pages, each with its own topic, consider creating “ultimate guides” and more comprehensive resources that your users will find valuable.
The goal here is to create comprehensive, original, and high-quality resources. Rather than returning factual data drawn from a variety of sources, large language models such as ChatGPT can generate text that seems coherent and credible, but which is actually false information.
ChatGPT only processes language, responds to the input by predicting the words most likely to follow in a sequence, generating text (not necessarily facts). On asking ChatGPT if it can replace traditional journalism, for instance, the tool quickly responds saying it is "a language generation tool, not a journalism tool" and is "not capable of replacing traditional journalism or the work of human reporters and journmalists."
It is then, perhaps most interesting for those of us who teach or help people learn languages. It can also be used to enhance the productivity and capability of any profession.
Challenge number 5 of The Most Important Educational Challenges facing teachers today, according to ChatGPT was 'Balancing workload and finding time for lesson planning and preparation'.
This is the advice ChatGPT gave when asked to help with this:
1. Create a schedule.
Create a schedule for your workday and week that includes time for lesson planning, preparation, and other tasks.
2. Prioritise tasks
Prioritise tasks based on their importance and urgency, and focus on the most important tasks first.
3. Set realistic goals.
Set realistic goals for what you can accomplish in a day or week and don't overburden yourself.
4. Use technology to your advantage.
Utilize technology such as online calendars, to-do lists, and productivity apps to help you manage your workload and stay organized.
5. Collaborate with colleagues.
Collaborate with other teachers to share resources and ideas, and divide tasks amongst each other.
6. Take breaks.
Take regular breaks throughout the day to recharge and avoid burnout.
7. Take care of yourself.
Make time for self-care activities such as exercise, reading, or socializing with friends and family to maintain a good work-life balance.
8. Reflect on your practice.
Reflect on your teaching practice and look for ways to streamline your lesson planning and preparation to make it more efficient.
9. Seek support from your school administration.
Seek guidance and support from your school administration and use the resources provided by your district or school to manage your workload.
The next of the challenges ChatGPT suggested were the most important facing teachers today was 'Ensure student engagement and motivation'. How best to do that? Well, ChatGPT suggested the following:
The first thing you should do is to use a variety of teaching methods:
Incorporate different teaching styles, such as visual, auditory, and hands-on activities, to engage students and cater to different learning styles.
Next, Make learning relevant. Connect the material you are teaching to real-life experiences and students' interests to make it more relevant and engaging. I’m not the only one to suggest this, but use technology. Utilize technology such as educational apps, videos, and interactive games to engage students and provide multiple ways for them to learn.
It’s also important to encourage student choice. Allow students to make choices in their learning, such as choosing the topic of a group project or the way they want to present their work.
You should also provide opportunities for collaboration. Use group work and cooperative learning strategies to allow students to learn from each other and share their unique perspectives.
Then provide positive feedback. Provide regular and specific feedback that is positive and constructive to motivate and encourage students.
Set goals and give recognition: Set individual and class goals and recognize students when they achieve them.
Be sure to create a positive classroom environment. Foster a positive and inclusive classroom culture where all students feel valued and respected.
Finally, reflect on your teaching practice. Regularly reflect on your teaching practice and look for ways to improve your teaching strategies to better engage and motivate your students.
When asking ChatGPT to tell me the most important challenges faced by today's teachers, challenge number four was 'Keep up with changes in curriculum and educational policies'.
What advice does the tool offer when it comes to this challenge?
To begin with, keep informed of changes in curriculum and educational policies by regularly checking government websites, attending professional development workshops and conferences, and reading educational journals and publications.
Next, collaborate with colleagues: Collaborate with other teachers and share resources and ideas for implementing new curriculum and policies. It’ important to be flexible.
Be open to new ideas and be willing to adapt your teaching strategies to align with new curriculum and policies.
Attend professional development opportunities to learn more about new curriculum and policies and how to implement them in your classroom.
Use technology to your advantage. Utilize online resources and educational technology to stay up-to-date with curriculum changes and policies.
Network with other educators. Join online groups or professional organizations to connect with other educators and stay informed about changes in the field.
As mentioned previously, reflect on your practice: Regularly reflect on your teaching practice and consider how you can improve your instruction to align with new curriculum and policies.
Finally, seek guidance from your school administration: Seek guidance and support from your school administration and use the resources provided by your district or school to stay informed about changes in curriculum and policies.
Following on from asking ChatGPT to provide advice for teachers on the major educational challenges they face, I asked the following questions after the software suggested a teacher should reflect on practice:
How can a teacher effectively reflect on their practice? What do you suggest they do? How should a teacher start?
Reflecting on one's practice is an essential step in becoming an effective teacher. Here are some suggestions on how a teacher can effectively reflect on their practice.
1. Keep a reflective journal.
Keep a reflective journal where you can record your thoughts and observations on your teaching practice. Reflect on what worked well and what didn't, what challenges you faced, and what you learned from the experience.
2. Seek feedback.
Seek feedback from students, colleagues, and supervisors on your teaching practice. This can provide valuable insights into areas for improvement and strengths.
3. Reflect on your goals.
Reflect on your goals for the class and student learning, and how well you met them. Consider what you could have done differently to better achieve your goals.
4. Observe other teachers.
Observe other teachers in action, whether it's in your own school or in other schools. Take note of their teaching strategies and how they manage their classrooms, and reflect on how you might use similar strategies in your own teaching.
5. Use data.
Reflect on data such as student test scores, attendance, and engagement to understand how well your teaching practices are working and where you need to make changes.
6. Reflect on your own learning.
Reflect on your own learning as a teacher, and consider what you need to learn to be more effective.
7. Reflect on student's needs.
Reflect on the specific needs of your students and how well you're meeting them. Consider how you can better support their learning and engagement. Reflect on the school culture
Continuing the series on ChatGPT and Assessment (Part 1), this blog post looks at the impact the tool is starting to have on this area of language education and what teachers can do about it.
Already, educators are starting to question whether the emergence of ChatGPT means the end of assessment as we know it.
How can the integrity of assessments when students are able to use nefarious means to complete them? asks learning elearning, stressing the importance of adding context to any assignment that is set and ensuring students take responsibility for their learning (easier said than done?).
The blog links to a number of other posts that discuss the topic:
This article published in the Journal of Applied Learning and Teaching asks if ChatGPT means the end of traditional assessments in higher education.
In addition to providing comprehensive background information to Open Ai and ChatGPT, and reviewing the existing literature, the authors of the article tested the software with different queries and provide reflection on some of these. In particular, the table on strengths and weaknesses of the tool is interesting, and provides the following recommendations:
Generally, we advise against a policing approach (that focuses on discovering academic misconduct, such as detecting the use of ChatGPT and other AI tools). We favour an approach that builds trusting relationships with our students in a student-centric pedagogy and assessments forand as learning rather than solely assessments of learning (Wiliam, 2011; Earl, 2012). The principle of constructive alignment asks us to ensure that learning objectives, learning and teaching and assessments are all constructively aligned.
One response to the emergence of this tool, aimed at trying to stop students from using it to complete assignments has been strategies to design assessment tasks that make it difficult for students to use ChatGPT to complete, for instance Outsmarting ChatGPT: 8 Tips for Assignments it can't do.
This article suggests the following:
1. Ask students to write about something deeply personal
2. Center a writing assignment around an issue specific to the local community
3. Direct students to write about a very recent news event
4. Have students show or explain their work
5. Ask students to give an oral presentation, along with the written work
6. Return to a pre-digital age and ask students to handwrite their essays in class
7. Put project-based learning to work
8. Run the assignment through ChatGPT before giving it to students
Some of these sugestions are better than others. When it comes to sugestion number six, the JALT article had this to say:
A simple solution to the problem of students using ChatGPT would be to use physical closed-book exams where the students write by hand, using only pen and paper (Cassidy, 2023) – for online exams, proctoring/surveillance software can be used. However, such an approach to assessment (or at least an over-reliance on it) has been increasingly criticised as no longer contemporary, with students cramming less-than-useful information into their heads, only to forget much of it shortly after their examinations (Van Bergen & Lane, 2016). With a focus on graduate employability, the skill to ace closed-book exams seems rather irrelevant.
How do I feel about the eight suggestions above? One thing I feel very strongly about is number 6. I don't think it is useful for teachers or students to return to using pens to produce their work. It ignores the fact that in the real world these tools now exist and are being used. What are we preparing students for if not how best to take their place in the real world?
The game 20 questions is a popular game for students. You can use ChatGPT to play this game with students. Either play the game online with the students with them using the software live, or use ChatGPT to generate the texts for you to use with students in class. They can either test each other in pairs or groups using the texts or you can do it with all of the students in class together. Here' s the prompt I used and what ChatGPT came up with when I tried it:
Let's play a game of 20 questions. Write me a short description of a place in the world without revealing the name of the place. I have twenty opportunities to ask yes/no questions to guess the name of the place. If I answer correctly, award me 5 points and then think of another place to continue playing.
Sure, let's play! Here's your first description:
This place is a city located on the banks of a river, known for its iconic tower and Gothic cathedral. It is also famous for its art museums, cuisine, and romantic atmosphere. What place am I describing?
Is it Paris?
Yes, you got it! The place I was describing is indeed Paris, France. Well done! That's 5 points for you. Alright, let me think of another place for you to guess.
Here's your next description:
This place is a coastal city located in the southwestern United States. It is famous for its mild climate, beaches, and its association with the film industry. It is home to several major film studios and hosts an annual Academy Awards ceremony. What place am I describing?
Los Angeles?
That's correct! The place I was describing is Los Angeles, California. Well done, you have another 5 points!
Are you ready for your next description? Here it is:
This place is an ancient city located in the Middle East. It is one of the oldest continuously inhabited cities in the world and is home to several important religious sites, including a Western Wall, a church, and a mosque. It has a complex political history and has been ruled by several different empires over the centuries. What place am I describing?
Is it Jerusalem?
Yes, you're right again! The place I was describing is Jerusalem, one of the most important cities in the world for several major religions. That's another 5 points for you!
Shall we continue with the game? Here's your next description:
This place is a city located on the east coast of the United States. It is known for its history as a center of the American Revolution, as well as for its universities and vibrant culture. It is home to several major museums, including one of the most famous art museums in the world, and is also famous for its rowing regatta held every fall. What place am I describing?
Boston?
Great job! You're correct, the place I was describing is indeed Boston, Massachusetts. That's 5 more points for you!
Are you ready for another round? Here's your next description:
This place is a small European country located in the Pyrenees Mountains. It is known for its beautiful scenery, with rugged mountain peaks and charming medieval towns. It has two official languages, Catalan and Spanish, and is famous for its cuisine, including dishes like paella and tapas. What place am I describing?
France?
No, it's not France. Here's a hint: This country is located between France and Spain, and it's the only country in the world where Catalan is the official language.
What is your next guess?
Andora? NB: Here I tried misspelling the name of the country to see how ChatGPT reacted. It ignored my error, self-correcting the spealling mistake in the answer.
Congratulations, that's correct! The place I was describing is Andorra, a small European country known for its stunning natural beauty and unique culture. And that's 5 more points for you!
Shall we continue with the game? Here's your next description:
This place is a major city in South America. It is the capital of a country known for its rich history and culture, including a famous dance style and a popular sport involving a ball and a net. The city is also known for its colorful buildings, lively street art, and excellent food, including dishes like empanadas and ceviche. What place am I describing?
Peru?
Sorry, that's not correct. Here's a hint: This city is known for its tango music and dance, and it is the birthplace of several famous writers, including Jorge Luis Borges and Julio Cortázar.
What is your next guess?
Buenos Aires?
Well done, you're correct! The place I was describing is Buenos Aires, the capital city of Argentina. That's another 5 points for you!
Are you ready for another round? Here's your next description:
This place is an island nation located in the Indian Ocean. It is famous for its stunning beaches, turquoise waters, and coral reefs, as well as for its unique wildlife, including giant tortoises and colorful birds. It is also known for its vanilla, cinnamon, and other spices, which were once major exports. What place am I describing?
Sri Lanka?
No, that's not correct. Here's a hint: This island nation is located in the western Indian Ocean, and it is a popular honeymoon destination.
What is your next guess?
Bali?
Great job! You're correct, the place I was describing is Bali, one of the most popular tourist destinations in the world. And that's 5 more points for you!
Are you ready for another round? Here's your next description:
This place is a city located in Southeast Asia. It is the capital of a country known for its rich history, culture, and cuisine, and it is one of the largest and most populous cities in the world. The city is famous for its temples, street food, and markets, and it is a major center of finance and commerce in the region. What place am I describing?
Bangkok. Let's finish. How can I make this a better game for language learners?
Well done, you're correct! The place I was describing is indeed Bangkok, the capital city of Thailand.
As for making this game better for language learners, here is a suggestion:
Add a category: Instead of simply describing a place, you could choose a category, such as famous people, animals, or foods, and then describe a specific example without revealing its name. This can help learners practice vocabulary related to a specific topic
To make this game better for language learners, you could also consider using descriptions that feature vocabulary related to a specific language or culture that the learner is studying. For example, if someone is studying Spanish, you could use descriptions that feature Spanish-speaking countries or landmarks, or if someone is learning Japanese, you could use descriptions that feature Japanese cities or cultural traditions. Additionally, you could offer feedback or explanations for incorrect guesses to help the learner expand their vocabulary and comprehension.
We are currently in the middle of the 2023 #BBELT (the Best and Brightest of English Language Teaching) conference an Americas focused international conference for teachers. It's now an online event that the British Council has organised since the 1990s - #BBELT2023 is hte 20th time it's been organised, and the third time it's been held entirely online. Prior to that it was a face-to-face conference organised in Mexico City.
This time round, in order to add a different dimension to the event, we've asked Emily Bryson to document the proceedings by creating sketch notes. Emily is also encouraging all of the participants at BBELT to document the talks they attend. Creating sketch notes is a fabulous way to document conference sessions. Emily has talked about graphic facilitation before in a fascinating webinar for the British Council Americas (below).
Here are the sketch notes Emily has produced for the first day's plenary of #BBELT2023
Continuing the series of asking ChatGPT to provide advice for teachers...
ChatGPT, can you give practical advice to teachers to help them manage and address student behavior and disciplinary issues?
1. Establish clear expectations and rules.
Clearly communicate and consistently enforce expectations and rules for behavior in your classroom. Use positive reinforcement: Reinforce positive behavior by praising and rewarding students when they exhibit appropriate behavior.
2. Address issues immediately.
Address problematic behavior as soon as it occurs and intervene promptly to prevent it from escalating. Use a consistent disciplinary process: Use a consistent process for addressing disciplinary issues and ensure that consequences are fair and appropriate.
3. Communicate with parents.
Communicate with parents and guardians about their child's behavior and involve them in finding solutions to any issues.
4. Build relationships with students.
Building positive relationships with your students can help them feel more comfortable and willing to share any issues they may be experiencing.
5. Provide emotional support.
Provide emotional support to students who may be struggling with issues that may be affecting their behavior.
6. Reflect on your practice.
Reflect on your teaching practice and consider ways to modify your strategies to address disciplinary issues more effectively.
7. Seek professional development.
Seek professional development opportunities to improve your understanding of classroom management and strategies for addressing disciplinary issues.
Can you give some examples of how teachers can apply this idea of positive reinforcement to affect behavior in the classroom?
Positive reinforcement is a technique that can be used to shape and maintain desired behaviors in the classroom. It involves providing a desirable consequence following a desired behavior. Here are some examples of how teachers can apply positive reinforcement in the classroom.
1. Verbal praise.
Verbal praise can be used to recognize and acknowledge students for their positive behavior. For example, a teacher might say, "Great job working quietly during independent reading time."
2. Tokens or stickers.
Teachers can use tokens or stickers as a way to acknowledge and reward positive behavior. For example, a student might earn a sticker for turning in their homework on time.
3. Classroom economy.
A classroom economy can be set up where students earn points or money for positive behavior, which can then be exchanged for rewards such as extra recess or a preferred seat.
4. Recognition boards.
A recognition board can be set up in the classroom where students' names are added for positive behavior, such as good participation or being a good helper.
5. Rewards.
Teachers can set up a reward system where students can earn rewards, such as a free homework pass, for positive behavior.
6. Positive notes.
Teachers can write positive notes to students' parents or guardians to acknowledge and recognize positive behavior.
7. Public recognition.
Teachers can publicly recognize students for positive behavior, such as calling their name in front of the class or announcing it to the school.
It's important to keep in mind that positive reinforcement should be used consistently and in a way that is appropriate for the students and the behavior being reinforced. Also, it should be part of a larger classroom management strategy, and not the only one used. Additionally, It's important to be mindful of the potential negative effects of rewards, such as decreased intrinsic motivation or creating a competition among students.
How can a teacher effectively reflect on their practice? What do you suggest they do? How should a teacher start?
Reflecting on one's practice is an essential step in becoming an effective teacher. Here are some suggestions on how a teacher can effectively reflect on their practice.
1. Keep a reflective journal.
Keep a reflective journal where you can record your thoughts and observations on your teaching practice. Reflect on what worked well and what didn't, what challenges you faced, and what you learned from the experience.
2. Seek feedback.
Seek feedback from students, colleagues, and supervisors on your teaching practice. This can provide valuable insights into areas for improvement and strengths.
3. Reflect on your goals.
Reflect on your goals for the class and student learning, and how well you met them. Consider what you could have done differently to better achieve your goals.
4. Observe other teachers.
Observe other teachers in action, whether it's in your own school or in other schools. Take note of their teaching strategies and how they manage their classrooms, and reflect on how you might use similar strategies in your own teaching.
5. Use data.
Reflect on data such as student test scores, attendance, and engagement to understand how well your teaching practices are working and where you need to make changes.
6. Reflect on your own learning.
Reflect on your own learning as a teacher, and consider what you need to learn to be more effective. Reflect on student's needs: Reflect on the specific needs of your students and how well you're meeting them. Consider how you can better support their learning and engagement.
7. Reflect on the school culture
As part of the Teachers Talk Radio show about the major Educational Challenges for teachers, I asked the AI software about the second challenge it mentioned, then challenged its suggestion to take into account the learning styles of the learners. I'd heard that ChatGPT tries to give you the answer it thinks you want, and if you argue against its response, it will change accordingly. This appears to be the case below. Once challenged about learning styles, it seems to agree with me that caution needs to be taken, despite having originallly suggested using this.
Moving onto the second of your eight challenges, you mentioned catering to students with different learning styles and backgrounds as a major challenge. Can you give some practical advice to teachers to help them with this?
In order to meet the diverse needs of students with different learning styles and backgrounds, teachers can…
Use a variety of teaching methods. Incorporate different teaching styles, such as visual, auditory, and hands-on activities, to cater to different learning styles.
Differentiate instruction. Provide different levels of materials and activities to meet the needs of students with different abilities and backgrounds.
Create a positive learning environment. Foster a positive and inclusive classroom culture where all students feel valued and respected.
Use technology. Utilize technology such as educational apps, videos, and interactive games to engage students and provide multiple ways for them to learn.
Encourage collaboration. Use group work and cooperative learning strategies to allow students to learn from each other and share their unique perspectives.
Provide support. Be available for extra help and provide support for students who may be struggling.
Communicate with parents. Regularly communicate with parents and guardians to keep them informed of their child's progress and any concerns.
Reflect on your teaching practice. Regularly reflect on your teaching practice and look for ways to improve your teaching strategies to better meet the diverse needs of your students.
I was surprised to hear you mention learning styles, which seems to have fallen out of fashion recently. In fact, isn’t there evidence that a teacher catering to different learning styles of students can actually be a bad thing?
Research on the effectiveness of catering to different learning styles, also known as "learning styles theory," has been mixed. While some studies have found that catering to different learning styles can be beneficial for students, other research has suggested that it may not have a significant impact on student achievement.
One critique of the learning styles theory is that it suggests that students have a preferred way of learning that is fixed, and that catering to that specific learning style is the best way to help them learn. However, evidence suggests that students are capable of learning through various modalities and that teaching should be multimodal.
Additionally, catering to different learning styles can be time-consuming and can require additional resources, which might not be feasible for teachers in certain settings.
Furthermore, it can also lead to teachers to stereotype students, this can limit their own perception of the student's abilities and can be detrimental to their learning.
In summary, catering to different learning styles can be beneficial for some students, but more research is needed to understand the best ways to do so. It is important to remember that students are capable of learning through various modalities and that teaching should be multimodal and inclusive.
Additionally, it is important to be mindful of the resources and time that catering to different learning styles requires, and to avoid stereotyping students based on their supposed learning style.
But isn't learning styles theory just pseudo science?
The concept of learning styles theory suggests that individuals have preferred ways of learning, and that learning can be optimized by catering to these specific styles. This theory has been popularized in education and is often used to explain the differences in student learning.
However, there is a significant amount of evidence that suggests that learning styles theory is not supported by scientific research. Many studies have shown that there is little to no correlation between learning styles and student performance. Some researchers argue that the theory is based on anecdotal evidence and lacks a solid scientific foundation.
Furthermore, some studies have shown that students are capable of learning through various modalities and that teaching should be multimodal and inclusive. Additionally, the idea of learning styles can be limiting as it suggests that students have a fixed preferred way of learning which can lead to stereotyping students based on their supposed learning style. This can limit the teacher's perception of the student's abilities and can be detrimental to their learning.
In conclusion, while it may be appealing to think that students have preferred ways of learning and that catering to these specific styles can improve their performance, there is little scientific evidence to support this theory. It is important to remember that students are capable of learning through various modalities and that teaching should be multimodal and inclusive.
What does ChatGPT have to say about gamification? As part of the Teachers Talk Radio show about the major Educational Challenges for teachers, I asked the AI software for advice about gamification, following up on its suggestion to make use of it.
What is gamification and why should teachers be interested in it? Is gamification just using points and leader boards with students? Or are there more sophisticated ways of using it in class?
Gamification is the process of using game design elements in non-game contexts, such as education, to engage and motivate people to learn. It involves using elements such as points, badges, leaderboards, and competition to make learning more interactive and engaging. It also has the potential to increase motivation, engagement, and retention of information. There are different ways that teachers can use gamification in the classroom, and it's not limited to just using points and leaderboards.
Some examples include:
1. Quizzes and quizzes. Teachers can use game-based tools such as Kahoot! and Quizlet to create interactive quizzes and quizzes that make learning fun and engaging.
2. Game-based learning platforms. Teachers can use game-based learning platforms such as Classcraft and DragonBox to create game-like learning experiences that align with the curriculum.
3.Virtual worlds and simulations. Teachers can use virtual worlds and simulations to create immersive and interactive learning experiences.
4. Game-like challenges. Teachers can create game-like challenges, such as scavenger hunts or escape rooms, that align with the curriculum and make learning more fun and engaging.
5. Storytelling and role-playing. Teachers can use storytelling and role-playing to make learning more engaging and interactive.
6. Rewards and feedback. Teachers can use rewards, such as badges and certificates, to motivate and engage students, and provide feedback to help students track their progress.
Overall, gamification can be an effective way to make learning more engaging and interactive, and can increase motivation and retention of information. However, it's important to remember that gamification should be used in a way that aligns with the curriculum, and enhances instruction and learning, not just for the sake of using games. It's also important to consider the accessibility of the technology and to have a plan in place for students who may not have access to technology or internet at home.
Some teachers are uncomfortable about gamification because it promotes a behaviorist approach to learning and teaching. Are they right to be worried about this?
Gamification, as a concept, does draw some inspiration from behaviorist learning theories which propose that learning is the result of the reinforcement of certain behaviors. Some educators may express concern about using gamification in the classroom because it may be seen as promoting a behaviorist approach to learning and teaching, which emphasizes the reinforcement of certain behaviors and the use of rewards and punishments to shape student behavior.
However, it's important to note that gamification can be used in a variety of ways and can be aligned with different learning theories. For example, it can be used to create more engaging and interactive lessons that align with constructivist or humanistic approaches to learning, which focus on student-centered and active learning.
Additionally, it can be used to provide immediate feedback and positive reinforcement of student's efforts to improve their understanding of the material. Furthermore, it's important to remember that gamification is just one of the many tools that teachers can use to engage and motivate students. It can be a useful tool to create a more interactive and engaging learning experience, but it should be used in a way that aligns with the curriculum and the teacher's overall teaching philosophy. It's also important to consider the accessibility of the technology and to have a plan in place for students who may not have access to technology or internet at home.
In conclusion, while some teachers may be concerned about the potential limitations of using a behaviorist approach in gamification, it can be used in a variety of ways and can be aligned with different learning theories. It's important to use it
Continuing from yesteday's post, I asked ChatGPT for more detail on the first educational challenge:Can you give advice to teachers to help them incorporate technology and online learning into the classroom?Here are some practical tips for teachers to help them incorporate technology and online learning into the classroom: 1. Start small. Begin by incorporating technology into one or two lessons a week, rather than trying to do too much at once. 2. Use technology to enhance, not replace, traditional teaching methods. Use technology to supplement your existing lesson plans, rather than trying to replace them entirely. 3. Get to know the tools you’re using. Before you start using technology in the classroom, take the time to learn how it works and what it can do. 4. Provide students with clear instructions and expectations. Make sure students understand how to use the technology and what is expected of them when they’re using it. 5. Incorporate interactive activities. Use technology to create interact ive activities that will keep students engaged and motivated. 6. Use technology to differentiate instruction. Use technology to create different versions of lessons for different student groups, based on their learning needs and styles. 7. Provide students with opportunities for online collaboration. Encourage students to work together on online projects and assignments. 8. Give students a choice of devices. Allow students to use their own devices, if possible, and provide instruction on how to use them. 9. Use the technology to provide real - time feedback. Use technology to provide feedback on student work in real - time. 10. Use technology to increase student engagement. Use technology to make lessons more interactive and engaging.
How exactly can a teacher use technology to make lessons more interactive?There are many ways that teachers can use technology to make lessons more interactive and engaging for students. Some examples include: 1. Online quizzes and surveys. Teachers can use online tools such as Google Forms or Kahoot! to create quizzes and surveys that students can take during class. These tools allow for real - time feedback and can be used to assess student understanding. 2. Interactive whiteboards: Interactive whiteboards, such as Smart Boards, can be used to create interactive lessons that include multimedia elements such as videos, images, and animations. 3. Virtual and Augmented Reality: Teachers can use virtual and augmented reality (VR and AR) technology to create immersive an d interactive learning experiences. For example, students can take virtual field trips or explore virtual environments related to the subject they are learning. 4. Collaborative tools: Teachers can use collaborative tools such as Google Docs, Trello, or Slack to facilitate group work and allow students to work together on projects and assignments in real - time. 5. Video conferencing: Teachers can use video conferencing tools such as Zoom, Google Meet, or Microsoft Teams to create virtual classrooms where students can interact and collaborate in real - time. 6. Gamification: Teachers can use game - based learning platforms such as Kahoot, Quizlet, or Classcraft to make learning more interactive and engaging for students. 7. Online simulations: Teachers can use online simulati ons to give students hands - on experience with a topic or concept. For example, students can use simulations to learn about physics, engineering, or economics.
It's important to remember that technology is a tool, and it should be used in a way that enhance s instruction and learning, not just for the sake of using technology. It's also important to consider the availability and accessibility of technology for all students, and to have a plan in place for students who may not have access to the technology or internet at home.Nothing controversial there, although I don't agree with all of these. However, ask any teacher experienced in using technology and hey'd come up with their own list.
As an experiment, I decided to interview #ChatGPT for my Teachers Talk Radio show on January 17th this year, asking the software to let me know what it thought were the major educational challenges facing teachers these days. I took the text and used LOVO text-to-speech software to give ChatGPT a voice and hey presto! I had the AI as a guest on my show. What was the most interesting though was the actual responses and what happened when I interrogated the tool further on some of the answers.
Since then, I've been meaning to revist some of these answers and amalyse them a little further and relfect on them, so here's the start of that series. Let's start, however, with the initial questions and then what ChatGPT thought are the major challenges facing teachers today
Why would someone choose to be a teacher? What benefits are there? What are the downsides to teaching?
Someone might choose to be a teacher because they have a passion for helping others learn and a desire to make a positive impact in the lives of students. They may also be drawn to the opportunity to inspire and shape young minds, and to be a role model for their students.
Some benefits of being a teacher include:
However, being a teacher can also come with some downsides: * Stressful workload: Teachers often have a heavy workload, including lesson planning, grading, and other administrative tasks. * Limited autonomy: Teachers may have limited autonomy in terms of curriculum and classroom management. * Long hours: Teachers often put in long hours, including time spent outside of the classroom on planning, grading and other tasks. * Limited pay: Teachers' salary can be lower than other professions with similar qualifications. * Emotional exhaustion: Teachers may experience emotional exhaustion from dealing with the daily challenges of the classroom and student's personal lives.
What are the most important challenges that face teachers at the moment? Some important challenges that teachers currently face include:
Here's the programme in full:
In January this year and then a few weeks later, I did two presentations on Gamification. I was asked to do one of these and thought it would be interesting to make it a two-parter when asked to present at a different event. The first event was for teachers in Romania at the second Shine conference, and I based what I did on a presentation I did nine years previously, revisiting Gamification: Magic Bullet or Broken Sword, first presented at the IATEFL LT SIG & TESOL CALL IS 2nd Web conference on June 14th 2014, and then revisited in October later that year at the IATEFL web conference. I was pleasantly surprised to see most of the gamification I presented then are still thriving. That presentation was very similar to the one I'd done in 2014 (slides here).
The follow-up presentation, I did for the British Council's Teaching English website (see recorded video below) and this was also streamed live on Facebook.
For this presentation, I changed the content, looking at some of the latest developments in gamification and changing a lot of the slides. I enjoyed it so much, I decided to make gamification a feature of the Teachers Talk Radio show on 1st February.
I still think there's a lot of potential for gamification in language teaching and learning that hasn't been tapped into yet, and so I think I'll definitely be exploring it further here on this blog and elsewhere.
Revisiting the idea of using Chat GPT to create a text adventure, that I experimented with earlier in the week, I tried limiting the time / turns and adding a sense of challenge to the game:
You are a text-based adventure game where you give me options (A, B, C, and D) as my choices. The setting is a big city in the present day and I have only one hour to get to a job interview. There is a transport strike and I wake up late. Each turn represents ten minute, so the game ends after 6 turns. Present obstacles to arriving on time and reward the making of good choices and punish the making of bad choices. There is a 50% chance of arriving on time to the interview.
Okay, let's start!
You wake up in a hurry and realize that you have only one hour to get to your job interview in a big city, but there's a transport strike. You have to find alternative ways to get to your destination.
Turn 1:You see four options in front of you. What would you like to do?A) Take a taxiB) Rent a bikeC) WalkD) Try to call a friend for a ride
What is your choice?
I chose 'D'
You decide to try to call a friend for a ride.
Turn 2:After trying to call several friends, you realize that none of them are available to give you a ride. What would you like to do next?A) Take a taxiB) Rent a bikeC) WalkD) Try to find another friend
What is your choice?
Already, I think this is better than the other game. There is a sense of tension being created and a sense that I might not be successful.
I chose 'B' next.
You decide to rent a bike.
Turn 3:You reach the bike rental shop, but it's closed. What would you like to do next?A) Take a taxiB) Try to find another bike rental shopC) WalkD) Try to find another friend
What is your choice?
Again, rising tension as the obstacles to me arriving on time increase. I chose 'A' now that time is running out. Surely taking a taxi, although the most expensive option, will be quicker and more efficient than the other options?
You decide to take a taxi.
Turn 4:You finally find a taxi, but the traffic is extremely congested. What would you like to do next?A) Get out of the taxi and walkB) Wait in the taxi in the hope that the traffic clears upC) Try to find another taxiD) Call your interviewers to inform them of the delay
What is your choice?
At this point, I think the best option is to inform the interviewers I may arrive late, do I chose 'D'.
You decide to call your interviewers to inform them of the delay.
Turn 5:Your call goes to voicemail, and you are unable to leave a message. What would you like to do next?A) Get out of the taxi and walkB) Wait in the taxi in the hope that the traffic clears upC) Try to find another taxiD) Try calling your interviewers again
What is your choice?
The tension increases. I'm going to try and walk there now, so I chose 'A'.
You decide to get out of the taxi and walk.
Turn 6:You arrive at your interview with only a few minutes to spare. Your interviewers are impressed by your determination and resourcefulness in the face of adversity.
Congratulations! You arrived on time to your job interview, and your persistence and resourcefulness made a positive impression on your interviewers. With a 50% chance of arriving on time, you have successfully beaten the odds. Good luck with the interview!
Success! Overall I think this is a better game. First of all, it's shorter. There is also a sense of challenge and tension. Follow-up activities for learners could include writing a report of the choices and a reflection on what they might do dofferently if they played the game again.
I decided to ask ChatGPT for feedback on my choices:
"What choices were good ones?"
In this scenario, the following choices were good ones:
Both of these choices demonstrate your determination and resourcefulness in the face of adversity, and could have made a positive impression on your interviewers.
And to follow up, I asked about the not so good ones:
"What choices could have been better? and why?
In this scenario, the following choices could have been better:
Trying to call a friend for a ride was a good idea in theory, but was not successful due to none of your friends being available. Renting a bike would have been a good alternative, but the bike rental shop was closed. Waiting in the congested taxi would have further delayed your arrival, and could have negatively impacted your impression on the interviewers.
Walking, even though it was a last resort, was the best option as it allowed you to get to the interview location in time, demonstrating your determination and resourcefulness in a difficult situation.
Impressed with what Chat GPT came up with, I asked for suggestions to improve the game and make it more fun and challenging:
"Could you makie suggestions how this game scenario could be improved to make it more fun and/or challenging?"
Sure, here are a few suggestions for how this game scenario could be improved to make it more fun and challenging:
By incorporating these elements, the game could become more engaging, challenging, and fun for the player.
As a consequence, I asked ChatGPT to incorproate these lements into the game and asked to play again:
"Please incorporate all of these suggestions into the game and start the scenario again."
Sure, here is the updated scenario incorporating all the suggestions:
Setting: A big city in the present day. You have only one hour to get to a job interview. There is a transport strike, and you wake up late. Each turn represents ten minutes, so the game ends after 6 turns.
You play as one of multiple characters with different skills and abilities, and must choose the best course of action to arrive on time for your interview. You will face obstacles along the way and must balance speed with efficiency to arrive on time. Points will be awarded for making good choices and finding shortcuts.
Turn 1:You have just woken up and realized that there is a transport strike and you have only one hour to get to a job interview. What would you like to do first?A) Call a friend for a rideB) Rent a bikeC) WalkD) Take a taxi
What is your choice?
Like the last time, I chose A.
You decide to call a friend for a ride.
Turn 1, random event:Unfortunately, none of your friends are available to give you a ride. What would you like to do next?A) Rent a bikeB) WalkC) Take a taxiD) Call an Uber
What is your choice?
I chose the new suggstion, 'D'.
You decide to call an Uber.
Turn 2, random event:There is an accident on the route to your interview, causing heavy traffic and delaying your Uber. What would you like to do next?A) Rent a bikeB) WalkC) Take a taxiD) Call another Uber
What is your choice?
As in the first time I played this scenario, I chose to rent a bike:
You decide to rent a bike.
Turn 3:You arrive at the bike rental shop, but it is closed due to the transport strike. What would you like to do next?A) WalkB) Take a taxiC) Call another UberD) Look for alternative transportation
What is your choice?
This time, intrigued at what it might suggest, I chose 'D'.
You decide to look for alternative transportation.
Turn 3, random event:You come across a bicycle sharing stand with available bikes. What would you like to do next?A) Rent a bikeB) WalkC) Take a taxiD) Call another Uber
What is your choice?
I thought the best choice here is 'A'
You decide to rent a bike from the bicycle sharing stand.
Turn 4:You are now riding the bike, trying to make up for lost time. What would you like to do next?A) Take a shortcut through the parkB) Stick to main roadsC) Take a detour to avoid trafficD) Stop and ask for directions
What is your choice?
I chose 'A'
You decide to take a shortcut through the park.
Turn 4, random event:You encounter a short cut-off due to a fallen tree branch blocking the path. What would you like to do next?A) Turn backB) Take a detourC) Climb over the tree branchD) Wait for park workers to clear the path
What is your choice?
'C' seemed to be the best choice to take here.
You decide to climb over the tree branch.
Turn 5:You are now on the other side of the park, making good time. What would you like to do next?A) Stop and ask for directionsB) Stick to main roadsC) Take a detour to avoid trafficD) Take a risk and try to make up more time
What is your choice?
As it's the second time I've been presented with the choice, I selected 'A'
You decide to stop and ask for directions.
Turn 5, random event:The person you ask for directions is a delivery driver and offers you a ride to the interview. What would you like to do next?A) Accept the rideB) Decline the ride and continue on your bikeC) Take a taxiD) Call an Uber
What is your choice?
Of course, I'm going to accept the kindness of strangers, so 'A'
You decide to accept the ride from the delivery driver.
Turn 6:You arrive at the interview just in time. Congratulations!
You received 100 points for making smart choices, using alternative transportation and finding shortcuts. Well done!
Success again! I think the extra random events mean that there would be a lot more differentiation when the learners play the game, which can only be a good thing, especially for the debrief session at the end. Again, I asked for feedback:
"What were the best choices and what were the worst ones and why?"
The best choices were:
These choices showed initiative and resourcefulness in the face of obstacles, and allowed you to save time and reach the interview on time.
There were no "worst" choices in this scenario, as every decision had some potential consequences, but also some benefits. For example, walking could have been the quickest option if you lived close to the interview location, but it was not available in this scenario.
Finally, I asked advice from Chat GPT to make the game event better:
There are a few things that could make this game even better:
By incorporating these elements, the game would become more immersive, engaging, and replayable, providing a fun and challenging experience for the player.
Interesting response as I think there is a storyline (albeit a weak one). I think adding a scoring system would be interesting. But, what can I say? I'm impressed. I'll have a think about variations on this, playing with variations on the prompt, but I think the prompt for this text adventure game is pretty good. What do you think?
Continuing this series of looking at how ChatGPT can be used effectively in language teaching and learning, I'm turning to writing. It's an obvious skill to focus on, given this is how ChatGPT expresses itself, in writing. It's not a surprise,then, that there are already guides available:
In 'A Teacher's Prompt Guide to ChatGPT' they only have the following suggestion when it comes to writing activities, which is similar to the activity I explored earlier this week:
Ask ChatGPT to become an immersive Choose-Your-Own Adventure story. Input the prompt: “I'm trying to improve my understanding of the Arab-Israeli conflict. Develop a creative choose-your-own adventure story and keep asking me to choose an option before moving on to the next part of the story.” It will immerse you in a story while giving you choice. A potentially great prior knowledge or consolidation activity where students can share their different stories, decisions and outcomes they had in relation to the topic.
Highly recommended reading is the article Ediucational Research and AI-generated Writing: Confronting the Coming Tsunami.
In this article, after usefully outlining how large language models like ChatGPT work, the authors present a summary on the kinds of tasks the tool can help with:
"...answering complex factual questions; writing an essay, story, play, or view of a teacher, professor or literary scholar; further revising the work based on that critique; poem on almost any subject described3; writing a critique of that same text from the point ofwriting computer code based on natural language descriptions; summarizing or expanding on texts; and changing texts to reflect a different perspective or author (e.g., rewrite the Star-Spangled Banner as Bob Dylan might)."
After further discussing the capabilities of ChatGPT, rather than coming to any kind of conclusion about how it will affect writing in the future, the article concludes with a question (surprise! surprise!):
"Differences in modality matter and the process of writing is shaped in part by the available tools (Bazerman et al., 2018; Graham 2018; Wertsch 1991). How will AI-enabled tools change the process, and product, of writing? This is a pivotal moment in literacy. We must make the most of it."
One rapid development has been the number of tools that have recently emerged to help teachers detect if AI has been used. These include Turnitin, Plag.ai, Plagiarism Checker, Open AI Text Classifier, Originality.ai, Plagibot, and GPTZero.
Until then, if you want a thoughtful reflection on ChatGPT and how it compares to Google, then 'ChatGPT is a blurry JPEG of the Web' in the New Yorker, written by Sci-Fi author Ted Chiang, is a great read.
What you get from ChatGPT is only as good as the quality of your prompt.
The always-interesting English language educator Doris Molero has been sharing the prompts she has been trying out on Facebok, such as...
A way to use ChatGPT as your tutor to learn and practice phrasal verbs or any other grammar point you need to learn about. Prompt "Teach me the phrasal verbs, including a quiz at the end, but don’t give me the answers and then tell me if | got the answer right when | respond."
Getting the prompts right is important if you want to achieve good results from this tool. Fortunately, there are some valuable resources available for ChatGPT prompts in general:
How to make the best use of ChatGPT in Education has resulted in a number of useful general guides and prompt guides, such as:
For language learning and teaching specifically: Chat Prompts for Language Learner Meanwhile, Japan-based Educator, Paul Raine held a very interesting discussion with a number of people, entitled GPT and ELT: Productive, Disruptive, or Destructive?*, which you can watch below.
Lots of other educators have been holding discussions about the ramifications of ChatGPT and Higher Education, and providing advice such as 7 ways teachers can harnass the power of AI for learning.
There are so many ways to use this tool, I feel that despite the efforts of educators, we are still only scraping the surface and coming upwith new ideas every day.
Here's another great idea for using ChatGPT with English language students that I first saw the educator Doris Molero talk about on Facebook. Some months ago I had the pleasure to talk to Doris about some of her work. You can listen to my chat with Doris on Teachers Talk Radio here. The original prompt / idea was:
This is a wonderful game to play with your students. Here you have some variations on the same game: "You are a text-based video game where you give me options (A, B, C, and D) as my choices. The setting is Lord of the Rings. I start out with 100 health" "You are a text-based video game where you give me options (A, B, C, and D) as my choices. The setting is Winnie the Pooh. I start out with 100 health" Your imagination is the limit. have students play in groups and share their games and results.
I tried out some variations to see what the results would be. The first one was...
You are a text-based adventure game where you give me options (A, B, C, and D) as my choices. The setting is New York City in the Future where robots are common. I start out with 100 health.
This is what ChatGPT came up with and how the game developed as I started playing it.
You wake up in the future New York City and see that the world has changed. Robots are now a common sight. You have 100 health points and are ready to start your adventure.
You find yourself standing at a crossroads.
A. Walk down the busy street and see what the city has to offerB. Enter a dark alley and exploreC. Visit a local store to purchase suppliesD. Head to the nearest bar to ask for directions
Which option do you choose (A, B, C, or D)?
I selected 'A'
You walk down the busy street and take in your surroundings. You see all sorts of robots going about their business. Some are performing manual labor while others are interacting with humans in a friendly manner.
You come across a street performer who is playing music with a unique robotic instrument.
A. Stop to listen to the performanceB. Offer to make a donation to the performerC. Keep walking and ignore the performerD. Ask the performer about the instrument
What would you like to do (A, B, C, or D)?
I next chose 'B'
You approach the street performer and offer to make a donation. The performer gratefully accepts and thanks you for your generosity.
As you continue down the street, you come across a robot that has broken down and is in need of repair.
A. Attempt to repair the robot yourselfB. Find a nearby store to buy parts to repair the robotC. Leave the robot and continue on your wayD. Report the broken robot to the authorities
What would you like to do (A, B, C, or D)?
Here, I chose 'B'
You head to a nearby store to purchase the necessary parts to repair the robot. After acquiring the parts, you return to the broken down robot and begin to repair it. Your technical skills come in handy and you successfully fix the robot.
The grateful robot thanks you and offers to assist you on your journey in any way possible.
A. Accept the robot's helpB. Decline the robot's offer and continue on your ownC. Ask the robot to guide you to the nearest barD. Ask the robot to show you around the city
What would you like to do (A, B, C, or D)?
I selected 'A' because I was interested in seeing what this vague answer would lead to. I'm also noticing the game is trying very hard to try to make me go to a bar, which is interesting, but not ideal if you were doing this activity with children. I suppose adding 'suitable for children' to the prompt would be a good idea in that context.
You accept the robot's offer and the two of you set out to explore the city together. As you walk, the robot shares some interesting facts about the city and its advancements in technology.
You come across a large building with a sign that reads "Robot Arena."
A. Enter the Robot Arena and participate in a battleB. Watch a battle at the Robot ArenaC. Keep walking and avoid the Robot ArenaD. Ask the robot about the Robot Arena
What would you like to do (A, B, C, or D)?
I next chose 'A ' because I was interested in seeing how the combat system worked. I think adding the 'I start out with 100 health' or similar to the prompt will lead to Chat GPT adding combat or opportunities to lose health in the game. On another occasion, I'll explore this further and omit this part of the prompt to see what happens.
You and the robot enter the Robot Arena and sign up for a battle. The arena is packed with spectators and the atmosphere is electric. Your battle is against a tough opponent, but with the help of the robot, you manage to emerge victorious.
The crowd cheers and you and the robot are awarded a prize.
A. Keep the prize and continue exploring the cityB. Donate the prize to a local charityC. Use the prize to upgrade your equipmentD. Share the prize with the robot
What would you like to do (A, B, C, or D)?
OK, so no damage. My health is still at 100 and there's no sense of any peril in the game, which is problematic. I want to play a game that has some conflict in it or where there are some stakes to it. I think working on the prompt more to ensure that is the case and also adding a part of the prompt so there is an ending after a number of turns would probably be a good idea. As it stands, I think the game feels like it could go on forever. I chose 'B' and decided to end the game here.
You decide to donate the prize to a local charity. The charity thanks you for your generosity and you continue your journey through the city, proud of the good deed you have done.
As you walk, you come across a large park.
A. Take a rest and relax in the parkB. Visit a nearby lake to fishC. Keep walking and avoid the parkD. Play a sport with the local robots
What would you like to do (A, B, C, or D)?
So, apart from the running commentary above, how did I feel about using this type of game for language practice for students? I definitely think it has potential and as mentioned above, I think working on the prompt and further playtesting would help streamline the game ChatGPT comes up with. At the moment the language practice seems fine - there's a range of verbs and vocabulary that's interesting enough. It would make an interesting reading activity for students.
However, as a game, it feels there's a lot to be desired. There's no sense of peril so far, and it feels like it's never-ending. Adding a prompt to limit the amount of turns and perhaps devising a point system to reward the 'best' choices would help - then students could play to see how many points they got rather than losing health. I'll definitely be experimenting more with this. Thanks for the idea, Doris!
Presentation given on Sunday 29th January 2017 for the TESOL Electronic Village Online session EVO Village.
**Tesol evo 2017 games gs** from **Graham Stanley**
Remote Teaching for Success (9 Oct 2016) from Graham Stanley
Presentation given during the British Council's Teaching for Success Online conference: https://www.teachingenglish.org.uk/article/graham-stanley-remote-teaching-success
At the end of December 2015, a Washington Post article written in 2013 on Multiple Intelligences (MI) by Howard Gardner resurfaced and received a lot of attention on social media. In the article, Gardner clarified his position Multiple Intelligences vs Learning Styles. The article dates from 2013 and there is a good response to it and an interesting discussion of MI in the book, Urban Myths about Learning & Education, that I've been reading recently.
It starts by recognising the value that MI has offered teachers and students: "Teachers who follow this theory have done much valuable work, because they recognize the differences in people. We would not dream of criticizing the value of this work, but the foundations on which it is based do seem to be rather shaky."
The authors go on to quote a cognitive psychologist at the University of Virginia, who believes the problem with MI has partly been because Gardner referred to them as 'intelligences' when they may be better described as 'talents': "Why are we referring to musical, athletic and interpersonal skills as intelligences?Gardner was not the first psychologist to point out that humans have these abilities...The difference was that they called them talents or abilities whereas Gardner has renamed them intelligences."
So why call them intelligences? The authors believe that the theory would never have received so much attention if the name 'intelligences' had not been used.
The authors point out the oft-cited problems with the MI theory (lack of empirical influence, etc.) but conclude that the main problem is its influence in the educational world because it is being used by some as the basis of school reforms: "multiple intelligences is more a booster of self-esteem than a prescription for teaching and learning" , which is no bad thing, but "there are better ways of improving self-esteem...ones based on fact rather than illusion...and seeing one's intelligence in all of those pigeonholes can be limiting.
Their final words are aimed at teachers: "This does not exempt you from your obligation as a teacher to find out as much as you can about the different talents of your pupils, so that you can make best positive use of these talents. Just remember that they are probably not intelligences..."
In other words (i.e. mine), let's stop using the pseudo-science to describe what good teachers do in the classroom anyway (i.e. find out what they can about your students and use this to help you to teach and they to learn).
"The biggest problem with educational myths is that people who believe in them will often be able to find enough evidence in their day-to-day practice to support their beliefs. The reason for this is simple. It is like when you buy a new car: suddenly you see the same make of car everywhere you go, often in the same model and color. But these cars were on the road before you bought yours; it is just that you did not notice them until now. In the same way, we are quick to recognize 'indications' for the ideas we believe in. The experiences that don't support our case we simply ignore, unconsciously or not."
(De Bruyckere, Kirschner & Hulshof (2015) Urban Myths about Learning and Education)
I am enjoying reading this book on Urban myths in education, and see that Learning Styles is one of the first urban myth tackled in the book. As Russell Mayne pointed out in this ELTJam article, there is something about Learning Styles which means it just refuses to die, despite insurmountable evidence that this emperor has no clothes. The section ends with the following conclusion:
"Though appealing, no solid evidence exists showing that there is any benefit in adapting and designing education and instruction to these so-called styles. It may even be the case that in doing so, administrators, teachers, parents and even learners are negatively influencing the learning process and the products of education and instruction."
Before reaching this conclusion, the authors run through the evidence for and against. Most learning styles classify people into groups, but most people do not fit into one particular style and the information used to assign people to styles is inadequate.
Learning styles are one thing, but what about learner preference? This is often confused with learning styles (see image above), which is part of the problem. I prefer to take notes when I'm listening to a lecture or a conference talk, because I think it helps me underline the main messages and I remember what was said better. Taking notes also helps me concentrate. Does that mean you can categorise me as an auditory/kinaesthetic/visual/other learner? I don't think so. Or if you think you so, I don't see how the label would be useful. Either way this habit I've developed since I was younger may not be the best way for me to learn. As early as 1982, Clark "found in a meta-analysis of studies...that learner preference was typically uncorrelated or negatively correlated with learning and learning outcomes."
What is supporting the persistence of this myth? Well, Pashler and co. believe it is supported by "a thriving industry devoted to publishing learning-styles tests and guidebooks" and "professional development workshops for teachers and educators" (p.105) despite their being "no scientific evidence for the different learning style categorizations and no proof for their added value in the classroom" (De Bruyckere, Kirschner & Hulshof, 2015). That does not mean that all learners are the same, however, and "a good teacher, like a good chef, knows how to optimize this by playing to the learner's strong points and compensating for the weak ones."
At the recent excellent BRAZ TESOL Technology Seminar, I had two opportunities to give a 2 hour mini-course on digital game-based language learning. The slides I used for the basis of this can be found below.
BRAZ TESOL Mini Course DGBLL from Graham Stanley
I was very pleased to be invited to the BRAZ TESOL Technology seminar in Sao Paolo a week or so ago.
| | | photo taken by BRAZ TESOL photographer |
The invitation to give a plenary on the Plan Ceibal English project allowed me to update and expand on what I'd spoken about previously, and having an hour meant I could go into more detail than I have usually done with this type of presentation.
I am convinced that what the British Council have developed in partnership with Plan Ceibal, the remote teaching of English and follow-up facilitation of lessons by classroom teachers, is an interesting offer for organisations in other countries. There does seem to have been an increase in interest recently, especially now that the project is maturing and we have been able to show it is working well. Who knows, perhaps the next country to become involved could be Brazil?
The slides for this plenary can be found below.
Remote Teaching - BRAZ TESOL July 2015 from Graham Stanley
Webinar given as part of the VenTESOL conference in Venezuela - 30th May 2015
Gstanley Gamifying the ELT Course Book from Graham Stanley
Plan Ceibal English: Remote teaching of primary school children in Uruguay through videoconferencingAn invitation to join a session on Academia.edu.JOIN MY FEEDBACK SESSION ON "PLAN CEIBAL ENGLISH: REMOTE TEACHING OF PRIMARY SCHOOL CHILDREN IN URUGUAY THROUGH VIDEOCONFERENCING"https://www.academia.edu/s/e3dec8b2da
Read more about the project here
Update on presentation given previously.
Remote Teaching? Plan Ceibal English from Graham Stanley
I was very proud to be asked to participate in the first IATEFL Web conference in October 2014.
My presentation can be found below:
Killer bunnies and the quest for the magic carrot: gamification and ELT from Graham Stanley
Last week, we held two more training days for remote teachers working on the Plan Ceibal English project. In Buenos Aires, this was the first training day that the British Council and Plan Ceibal have organised since the project began, and this was followed the day after with the third RT training day in Montevideo.
On both days, while waiting for the sessions to begin, I interviewed some of the teachers to find out what they thought were the challenges of teaching children English via video conferencing and what they enjoy the most about the project.
Interviews with RTs in Buenos Aires:
Interview with RT Isabel Aurelio from Graham Stanley on Vimeo.
Plan Ceibal English RT Training Day Interviews - Buenos Aires from Graham Stanley on Vimeo.
Interviews with RTs in Montevideo:
Interviews with RTs in Montevideo Sep 2014 from Graham Stanley on Vimeo.
Interview with British Council quality manager Mem from Graham Stanley on Vimeo.
Read more about the project here
Last week, Dr.Richard Smith had been due to give a workshop and attend an English breakfast in Buenos Aires prior to presenting at the 39th FAAPI / APISE congress in Santiago del Estero, Argentina. Unfortunately, he had to cancel at the last minute and the British Council Argentina asked me if I could come to Argentina earlier than I'd planned to so they could fulfill their commitments to the embassy and the school they'd planned the workshop for. I was happy that I could do so and decided to keep the theme of the workshop that Richard had planned. I prepared slides to go with it, but there wasn't a projector at the school, so I abandoned this and stuck to the low tech of paper, pens and post-its on the day. I told the 80 participants that I'd share the slides here and also summarise what they prepared, so here it is!
Abstract:
Many English teachers find themselves teaching in difficult circumstances. Large classes, multiple levels, and demotivated students are just three realities that can make language learning and teaching a challenge. The idea behind this interactive workshop is to examine these difficult circumstances and others, and to use our shared experience as teachers to help each other with classroom strategies and ideas to overcome the challenges we face on a daily basis.
The workshop:
The workshop was organised by the Ministry of Education of Buenos Aires, Lenguas Vivas and the British Council Argentina, and held at a teacher training school in the south of Buenos Aires.
The slides:
Teaching & Learning English under difficult circumstances from Graham Stanley
Introduction:
I kicked off by briefly introducing some difficult circumstances that English teachers have to cope with (large classes, multiple levels, demotivation) to the 80 participants and some innovative solutions that have been put into practice around the world, with varying results (Crazy English, China; SOLEs, India and the UK; Plan Ceibal, Uruguay; Hole-in-the wall, India; Plasma teaching, Ethiopia) – these are all large-scale projects, but can individual teachers help each other teach in difficult circumstances? This was the purpose of this workshop – to use our collected experience to help each other.
Prevention/Solution game Participants wrote down on slips of paper (post-its) brief details of the most difficult circumstances they have had to deal with as teachers – they were collected, then the room was split into 2, with tables taking the role of ‘prevention’ or ‘solution’Here are a selection of the participants' difficult circumstances that they said they had to deal with:- A student was particularly disrespectful to the teacher several times (both verbally and non-verbally). When the teacher presented the issue to the school head, she underestimated the importance of this and offered no support. * I have a demotivated student who will not work. His family is absent an all respects. He just wants to play games in his netbook. * I have two students in the same class with different special needs, so I have to do different types of activities each class. * I used to have a student who never did written work, but he enjoyed oral activities, so half of the class he was brilliant and the other half he spent his time misbehaving or he fell asleep * The kids keep interrupting because they need to be the centre of attention * Many students come and go - that is, there should be 36 students but 20 of them usually attend and the others are absent. The absent ones usually come only once every month. * I have 80 students in my class and some have problems with their behaviour (including physical violence) * I have students with special needs (including a girl without a hand) * I have 18 students in the same room and they have different ages and levels (from beginners to pre-intermediate) * My students come from a complicated background - they are all from a shanty town and they are used to stealing, etc. * I have a class of 20 teenagers - 4 of them usually sleep. The rest are demotivated and they say their parents send them to school and they don't want to be there. * One of my first grade students gets violent and starts hitting classmates or throws objects at others. When he misbehaves it is impossible to do anything. * I have 39 students in class and 5 of them have phsychological problems, which leads to misbehaviour. * My students hide a cell-phone in the classroom and make it ring as the teacher explains something or when the students are interacting. * I have a student who self-hurts himself in class, because of parental problems * I had 3 students in class with ADD - it was a great problem to teach them in a class of 28 13-year-olds. * I have kids who misbehave and parents who back-up the kid instead of supporting the teacher. * I have students who are not motivated to learn - they think they cannot do it. * I have 41 students in class. They do not pay attention. They do not work in class. They do not have the material (the book).*
I next read out some of the difficult circumstances (we only managed to get through 2 of them because of the number of participants) and the teams discussed each one and then wrote their prevention or solution on the flipchart. Once each table was finished, the prevention/solution suggestions were read out and participants voted for and discussed the merits of each. Issue #1: (the responses to the post-it - prevention and solution mixed) Create activities to integrate students from both groups and ask students from the higher level to help/monitor students from the lower one. * Change activities for that day and give students options. Alternatively, forget the book! * Plan the class to take this into account - divide the students between teachers if possible. * Assign different roles in advance and split the class up into separate groups with separate roles (speaker, scribe, reader, mouse controller, etc) * Organise a 'floating' teacher to take over (or a classroom assistant) * Give the same activity but have different tasks for each group * Mix the two groups to play a game. Advanced students can help lower ss or they can work on a listening activity (e.g. a song). Give activities according to their level/knowledge of the language. * Pair ss so that the*
Issue #2: (responses from the teams to the post-it) Set relaxing activities/routines to start working and use simple instructions and demonstrations. * Assess students beforehand better to know their levels * Use a warm-up activity before giving instructions (sing a song they know, read a short-story, etc). Also, consider carefully the moment in the day when planning the class. Include an agenda on the board so the students know what the steps of the class are. * Come to an agreement with the class teacher on how to cope with the students' over-excitement * Set up quiet activities, such as a crossword, a short story or song. * Scaffold the instructions, play something easier before then increase the level of complexity * Do a relaxation activity to calm them down, then you can explain what the game is about. * Sing a song, make them sit down and be quiet, give clearer rules.* * Do some sort of physical activity first (clapping hands and they imitate the rhythm)
DiscussionWe finished with participants on tables discussing various broad subjects and then sharing their ideas with the whole audience:* Large Classes. * Multi-levels. * De-motivation. * Lack of resources. * Social problems. * Other
References
Lamb, M (2002) ‘Explaining successful language learning in difficult circumstances’, Prospect, Vol 17 No.2 Available online: http://www.ameprc.mq.edu.au/docs/prospect_journal/volume_17_no_2/17_2_3_Lamb.pdf
* Smith, R (2011) ‘Teaching in difficult circumstances: a research agenda’ in Pattison, T (ed) IATEFL 2010 Conference Selections*, Canterbury, Kent: IATEFL. Available online: http://www.academia.edu/4175162/Teaching_English_in_difficult_circumstances_A_new_research_agenda
* Smith, R (2001-14) http://www2.warwick.ac.uk/fac/soc/al/research/groups/ellta/resources/telc/
* Smith, R, Teaching Large Classes Network: http://telcnet.weebly.com/
The English breakfast
| | | Photo thanks to Gabi Madera |
The morning of the workshop, there was an informal English breakfast event held at the British Embassy's Official Residence of the Ambassador in Buenos Aires, with Jim Scrivener and myself being asked questions by Claudia Ferradas and members of the audience.
I think it was a very successful event, and I thoroughly enjoyed the discussions that took place, from classroom management to demand high, remote teaching to digital games. Claudia, as moderator did an excellent job of making sure everyone was concise and that a range of topics was presented and discussed.
Last Friday, thanks to the British Council Buenos Aires, I had the pleasure of leading this workshop with 300 participants at the 39th annual FAAPI conference in Santiago del Estero, Argentina.
| | | Photo by Pablo Toledo, British Council Argentina |
Apart from being surprised at the number of participants, I was encouraged to see so many hands being raised when I asked how many of the teachers in the audience played games themselves. Normally, when I ask this question, less than half the audience put up their hands, but this time more than half of the audience raised their hands. After running through reasons for using games in the language classroom and showing how graphics in games have changed since the early days, I had time to work through two digital games-based activities with the participants (Droppy and Spent) and to talk briefly about other games that can be played.Because Jim Scrivener had been one of the plenary speakers, and the focus of his opening plenary and follow-up workshop was 'Demand High ELT', I'd decided to focus on this and how tasks using digital games can be prepared by teachers who want to push their students and get the most out of each of them. I know some teachers have said this is common sense and something they do anyway, but I think it's an excellent idea and well worth emphasising at a conference such as this. You can read more about Demand High on the Demand High website that Jim and Adrian Underhill manage.The ideas I showed during the workshop were based on those that can be found on the Digital Play blog and in the Digital Play book I co-wrote with Kyle Mawer, who also keeps a great wiki with many links to games, activities and walkthroughs. I was also very surprised but pleased to see that Cengage had copies of our book on sale at the conference - surprised because since its publication I've been looking for it at the conferences I've presented at and have been disappointed that it wasn't available - hats off to Cengage Argentina for being the first publishers to reverse this trend. Unfortunately, CUP Argentina didn't have any copies of Language Learning with Technology on their stand. A missed opportunity.Here are the slides from the workshop:
Using Digital Games to Demand High from Graham Stanley
and here are the Droppy Slides as a separate presentation:
Droppy: Promoting Speaking with an Online Game from Graham Stanley
The final plenary of the the 11th Anglo Congress invited us to ask ourselves the question 'Are you a 21st Century Teacher?' and Joan Kang Shin started by saying that she believes the most commonly used approach to teaching young learners in the 20th Century led to separation between local and global.
Joan shared the stunning TED Talk by Eric Whitacre, featuring a virtual choir of 200+ voices singing one of his pieces. This kind of collaboration is an example of what was beyond imagining in the 20th century.
Mentioning Kachru's classification of English as a world language consisting of three circles (1988) and in particular the importance the outer circle has taken, with English being used more by non-native speakers among themselves than by native speakers with non-native speakers, with all that this signifies when it comes to the English we teach in the classroom.
She encouraged the audience to bring both the local and the global into the classroom through song, first leading the audience through a song about peanut butter and jelly sandwiches and then giving us a template for a recipe song that she had used to write a song about the Uruguayan chivito.
Among other things, Joan talked about how the tradition of map-making distorts reality and showing students this through tools such as Map fight, comparing it with information displayed on Google maps can encourage them to reflect on the information that is taken for granted and to think more critically.
Joan also suggested getting students to create a time capsule to help them reflect on what is important about their own culture.
Mark Prensky' digital natives, digital immigrants article was cited as an important reason why technology should matter in our classes.
Finally, Joan finished by inviting teachers to participate with their students in the Our Class City Country project, sharing information with students from around the world.
The end of the Congress
Many people stayed until the very end, for the congress raffle. In the photo (left), Gerardo Vallaza from the Anglo hands out 6 copies of Language Learning with Technology donated by the British Council Uruguay.
Before the raffle, an announcement was made about the British Council's Action Research Award Scheme, which is an exciting initiative to encourage teachers to become involved in researching their own context. There will be 6 awards across the Americas "for projects of one year duration and £2,000 for projects that last six months." I recommend you take a look to see if you are eligible to apply.
There was also an announcement made about next year's LABCI conference, which is due to be held in Montevideo on July 9th, 10th & 11th. This large conference, held every 2 years is sure to be an exciting event. See you there?
I first came across Mark White's Interactive Stories quite some years ago, but I haven't ever blogged about them.
I did use some of the techniques that Mark outlines on the English Conversations website in class and was impressed at the results. I also did a couple of training sessions with them in 2005, which seemed to go down well.
I'm now revisiting this storytelling technique, preparing to use the ideas as part of a presentation I'm preparing on Storytelling games and activities for the 11th Anglo Congress in Montevideo, in August. For this reason, I thought it would be good to write about it here as part of that preparation. What is an Interactive Story?As Mark puts it, "the technique consists of a story, which includes both sentences and questions so that as one student reads it to the other, the listener can respond to the questions and interact with the storyteller and the story itself by making it up as they go along."The original idea for using interactive stories was as a classroom speaking activity, to stimulate conversation and imagination. The goal is to teach language in context and also encourage learners to ask and answer questions - it can also be a great way of getting learners to focus on their pronunciation as they read aloud.How to do itThe students work in pairs. One of them has a handout of the story and reads it aloud, stopping when they come to a question, until the other student replies with a suitable answer. Once answered, the storyteller continues until the end of the story.An example interactive storyThe Big Dream: Part 1 (the Graveyard) is a story by Mark White that I have used in class. You can listen to how it works in practice here (mp3 recording). Each part of this story focuses on different language elements - this particular story is suitable for lower intermediate learners. Writing your own storiesAfter trying some of the stories that Mark White wrote, I ended writing an interactive story of my own to use with a group of learners I had that were studying photography. It was called 'The small town photographer' (link to the story).Adapting interactive storiesOther interactive story ideas I have used in class include urban myths and jokes. Now looking forward to introducing more teachers to using this idea at the Anglo congress on the 9th August.
Handout for the conference presentation
I had a lot of fun during my presentation yesterday for the Teachers Teaching Online (TTO) MOOC, with my session 'Engaging Online Learners', splitting the participants into teams and using a quiz format for the presentation.
I wondered beforehand whether it would work and how best to split the participants up into teams. The quiz was designed to get away from a linear presentation format. The idea was to ask the audience to select a category and a question (each had a different number of points) and then jump to that question. In the end, this didn't work in the webinar and I had to do the quiz in a different way (linear), but it seemed to work out well. I asked the participants to choose a colour (blue or red) and to change their text chat and then I asked the questions and the first member of team red or team blue to answer correctly won 10 points.
If the comments on the session page are anything to go by, participants enjoyed it:
Miroslava TakevaAmazing lesson showing how interactive and amusing one should be in order to engage online students. Million thanks to Graham!
Mary Ronemous
Yes, engaging and interactive. He modeled what he was teaching. Great presentation! Thank you, Graham.Zareen KamranIt was interesting,although RED lost but even than we enjoyed the class.....Tom HodgersA really engaging presentation from Graham.sue annanWhat a fun, yet really useful presentation. The time passed quickly as we were all so engagedTauseef FarooqReally enjoyed the class! Very engaging and interactive!!!!!!Judy WongThat was wonderful!! So glad I was able to be here live!! Thanks so much Graham and Jase!
Judy's comments in particular were very encouraging. So many webinars I have attended (and some I have given!) have had so little interaction in them, you wonder if it's worth attending them live or if it might not be done better by recording a video. It seemed to me to be ironic to talk about engaging online learners without doing something a little more engaging than your usual talking head webinar, so I'm glad it turned out well.
The recording of the webinar is available here
Here are the slides (direct link to the MOOC page with comments):
Engaging online learners from Graham Stanley
And here's the text chat. The most interesting comments from this, for me were:
The Teachers Teaching Online MOOC runs until 12th July and there are lots of very interesting speakers. Consult the syllabus here. There are also 3577 people enrolled in the course, so it's a great opportunity to meet like-minded people.
I've just joined the Coursera MOOC ICT in the Primary Classroom: Transforming children's learning across the curriculum and am going to use this blog to reflect on the content as I follow the course. The lead tutor on the course is Diana Laurillard, who I saw give an excellent plenary at the IATEFL Conference in Glasgow in 2012 on 'Supporting the Teacher as Innovative Learning Designer' (see video recording of her plenary below).
It's the first week of the course, and people are introducing themselves in the forum - already I've come across some familiar faces and have reconnected with some people from the past as well as making some interesting new connections. There's been a lot of criticism of MOOCs (e.g. here and here and here) by many people who point to the fact that few people who sign up for them actually finish the course and get the certificate. I think this is missing the point - I am not taking the course to necessarily complete it, and if I don't get to the end of it, then I won't consider this a failure of the MOOC or a failure on my behalf. I am the kind of person who enjoys dipping into these courses, although I suspect this is one MOOC I'll be trying to follow until the end as it is a subject that I am particularly interested in and will make time for, just as I did for the Gamification MOOC.
I've decided to run a free month-long course in July based on four of the units in the handbook for teachers, Language Learning with Technology. Here are the details:
Reading, Writing, Speaking and Listening with technology.Join me in July 2014 for the free pilot month-long course in Language Learning with Technology: Skills. During July, participants will be examining good practice when using technology to help students with the skills of reading, writing, listening & speaking. We'll be examining different ideas and approaches and then share our experience in the course forum. At the end of each week, participants will write an activity for the language classroom as an assignment.Upon completing this course, participants will be able to be in a better position to know how best to implement technology in their classroom situation to help their students with skills work. Please note, we will be using the handbook for teachers 'Language Learning with Technology' (CUP, 2013) during the course, and so participants should have a copy available to refer to.At the end of the course, all participants will receive an e-booklet of activities produced by the group and a course certificate.The idea came after watching a discussion on EdTech Weekly this morning entitled 'Whats the best home base for your course online?' During this discussion, the platform Eliademy was mentioned, and as I started taking a look at this platform, which allows you to 'create your online course for free', I decided that I liked the look of it and that I wanted to investigate it further - the obvious way of doing this was to set up a course to do so. Within 30 minutes, I'd set it up and had advertised it on the Facebook page for the book. Now, it's evening and 36 people have signed up for it already, which I'm really pleased about - getting excited about the actual course now!
This is part 2 of a three-part series about SOLEs. (see also Part 1 and Part 3)
One of the keystones of Sugata Mitra's controversial plenary at the IATEFL conference this year was his belief in the positive effects of getting children learning with the Internet, clustered in groups around computers, solving a 'big question' on their own. This he has named the SOLE.
What is a SOLE?
SOLE stands for 'Self-Organised Learning Environment' and it is an idea which developed out of Sugata Mitra's interest in further exploring Minimally Invasive Education (MIE) - something which he experimented with during the Hole-in-the -Wall project.
MIE has been defined by Sugata Mitra as a "pedagogic method that uses the learning environment to generate an adequate level of motivation to induce learning in groups of children, with minimal, or no, intervention by a teacher."
Sugata believes that the beauty of MIE is that children are 'driven purely by their own interests', whereas conventional pedagogy 'focuses on the teacher's ability to disseminate information in a classroom setting.' He goes on to say that MIE 'thus complements the formal schooling system by providing a much needed balance for a child to learn on her own.'
Since Sugata Mitra's early experiments with the Hole-in-the-Wall, he has moved onto exploring 'The School in the Cloud' with the SOLEs forming the basis of this and taking MIE further.
The most comprehensive information about what a SOLE is and how you can 'bring it to your community' can be found in the SOLE toolkit.
SOLE fundamentals
SOLEs are aimed at children from 8-12 years old
* In a SOLE "educators play an important role in both teaching kids how to think, and giving them room to feed their curiosity"
* The children work in groups of 4 and they can work with whoever they like, moving around freely
* The children choose their own questions to explore
* The computers should be shared (1 between 3-4)
* Children can change groups whenever they like, for whatever reason
* Children can look at what the other groups are doing and discuss this with them
* Choosing the right question to ask the children is vital - it must capture their imagination
* The children are given the opportunity to share the information they find* and tell their friends what they learned after the SOLE
SOLEs seem to have been set up in two different educational settings. The first of these is, similar to the situation of the hole-in-the-wall experiments: in places such as rural India where there is a shortage of teachers. Although no teacher is required, there does need to be the presence of an adult (a peer helper), principally to encourage the children in their learning and to be responsible for behaviour management.
As well as rural India, where it seems that SOLEs are being set up without the need for a teacher to be present, SOLEs are also being set up in the North-East of England. In this situation, it is clear that teachers are most certainly involved.
For example, recently, Carol Goodey shared the following video of Emma Crawley, a teacher at St Aidan's Primary School in Gateshead talking about 'Lessons from the SOLE'
In the video, Emma explains how she and her colleagues took Sugata's ideas and transformed it into learning in the classroom for 8-9 year-olds. Key takeaways for me from this video were:
Teacher-directed SOLE means that a curriculum can be followed, with the teacher's careful planning and guidance.
* Choosing the right question to ask the children is fundamental. The question must motivate the children into action and should not be able to be answered easily.
* The teacher was worried what might happen as she was leaving the children to their own devices and did not intervene - she did not have high expectations of it at first.
* At the end of the activity, what the children found out astonished her - it was much richer than she thought it would be.
* Looking at what the children learned, she decided that she could get rid of half the science lessons to follow.
* She uses the phrase "we used it to start off history and geography..." - this indicates that SOLE was used to complement regular teaching activities she did.
* The teachers seems to always use a 'pre-SOLE' activity, showing a video or images related to the question.
* The children were looking at and understanding complicated information that the teacher would normally expect to be "way above their understanding".
* The way she uses SOLEs needs a teacher to do follow-up activities in class based on the information the children find
* The unstructured nature of this type of discovery learning leads to the children finding information that a teacher would not usually present to a class of this age group. The children are therefore led to push themselves at a level higher than they normally would be learning at.
* Instead of telling teachers to 'use it once a term', she recommends teachers should use SOLE when they think it appropriate* and that "this seems to be the best fit for SOLE" - there is no suggestion here that SOLE should replace most or even a large proportion of regular classroom time - Emma seems to be suggesting that it works as an occasional activity.
From what is said in the video, SOLEs certainly change the focus of the learning experience, with the children looking out at the real world as opposed to only what goes on inside and at the front of the classroom.
The video also underlines the role of the teacher in the SOLE, which I think changes the nature of the SOLE entirely. In fact, the main reason why Sugata Mitra annoyed teachers at the IATEFL Harrogate conference this month was because of the implication that no teacher was required for the SOLE to work. On further investigation, it seems that what was meant (as I now understand it) was more that although no teacher is necessary (if no teacher is available), it is preferable if a teacher is involved. In fact, Sugata Mitra said as much on Facebook earlier this week:
Actually, I am curious about when and where I said teachers are no longer required. SOLEs are being used by teachers all around the world. They seem to like the idea. In places where you can't get teachers, SOLEs without teachers are better than nothing. In places where the English teacher does not know English, the cloud grannies are a great help. Why is this so abhorrent, curiously, to EFL teachers in particular?
He seems to not have realised that some (myself included when listening carefully to what he actually said and taking notes) have been given the wrong message. I won't examine the 'better than nothing' aspect of the SOLE without a teacher, but will say that this aspect of it has been discussed in the comments of part 1 of this blog post.
Responses in Facebook to the video (above) on SOLEs
Jeremy Harmer, when he shared the video on Facebook posted the following: "Fabulous teacher, great activities and/but for me an example of why, perhaps, teachers might have got riled after the IATEFL plenary. Watch it and ask is this a 'self-organised' learning environment? Does this mean 'the end of schooling as we know it?', does it prove that the education system is 'outdated' and crucially does Emma show that teachers are or are not necessary?"The responses from people were interesting:Anne Fox said "Excellent, practice-based, voluntary (for the teachers), not at all like a WebQuest (where the sources are of info are given by the teacher), not a full-time way of learning and teacher engaged in loads of useful meta-learning skills to enhance what the children are doing."
Paul Driver chipped in with "It's an ECTELE Extremely Contrived Technology Enhanced Learning Environment). I don't think he would have upset anyone at IATEFL if he'd just said that inquiry-based learning and Google are powerful allies."
And Jill Hadfield said "It's Discovery Learning. Extremely well- organised ( by the teacher) and very structured. Nothing like the 'no need for teachers' stance suggested by Mitra. In fact it shows exactly why the teacher is needed!"
It's Anne Fox's comment that I find most interesting here as SOLE's have often been compared to webquests. For this reason, I decided to compare them with SOLEs in this (three-part) blog post. Further Reading
This is part 1 of a three-part series about SOLEs. (see also Part 2 and Part 3)
A few days ago, I was chatting to Anne Fox about webquests and she commented that she felt the webquest was dying. The leading proponents of the model seem to have stopped writing/talking about it and fewer teachers were interested in doing them. So, if not exactly dying, webquests do seem to be fading in popularity, and why has the SOLE (Self-Organised Learning Environment), which some commentators feel is just a variation of the webquest, become more popular?
What is a webquest?
The webquest was developed by Bernie Dodge and Tom March while they were teaching at San Diego State University in 1995. A webquest is "is a scaffolded learning structure that uses links to essential resources on the World Wide Web and an authentic task to motivate students’ investigation of an open-ended question" (Tom March).
The webquest model is very structured, with a number of key features for webquest designers to keep in mind and templates for teachers to use. A dedicated site, Questgarden was launched to make it easier for teachers to prepare webquests using this model. What a webquest isn't
The term webquest has become much used and abused during the years. I have heard teachers say they are going to do a webquest with their students when it was clear they were simply going to the computer room to ask the students to look for some information about a particular subject. Another activity often called a webquest by teachers is the popular Internet treasure hunt (or scavenger hunt) activity, that was popular in ELT when the Internet was first used by teachers. Usually, this consisted of a series of questions that students had to find quickly. They were usually questions that students could find easily (e.g. What is the weather like in Barcelona today?)Mini-WebquestsTeachers who didn't want the structure imposed by the webquest model have always done their own versions of "webquests". One way of describing these is to use the term used by Tom Walton, 'mini-webquest'. His suggestion involves the students using the Internet to research a topic together (perhaps having a discussion or debate about it beforehand) and then giving a presentation afterwards. This looser form, which uses learner-generated questions, is a move towards the SOLE model, except perhaps that it is aimed at adult learners rather than the younger learners Sugata Mitra has in mind. The decline of the webquestWhen you go to "the most complete and current source of information about the WebQuest Model" it is telling that the section 'latest news' was last update in 2008. Why is this? Well, the webquest model was very much based on the Web as it was (Web 1.0), when the analogy was often made of the Web as a massive online library of static pages to be consulted, and not the Web as it is (Web 2.0 or the social web), which has seen far more interaction and content creation than was possible before. So, with webquests declining in popularity, what is occupying their place? Anne feels that webquests are being replaced by teachers conducting enquiry-based learning built around essential questions (very much like the SOLE model promoted by Sugata Mitra), with the teacher acting more as a facilitator/coach than in the standard webquest model. The post-webquest models are similar in some ways, but seem to be less structured and encourage more learner autonomy. Further Reading Dodge (1995) Some thoughts about webquests
* Dudeney & Hockley (2004) Webquests, TeachingEnglish
* Godwin-Jones (2004) From Webquests to Virtual Reality, LLT Vol 8. No.3
* March (20034) What webquests (really) are
* Mora, (2012) implementing webquests in the context of ELT
* Morgana, (2012) Using webquests in teenage classes
* Webquests.org - the home of the webquest model
* Webquests - in Using ICT - >Key Concepts of ELT
ELT Webquests** ELT Webquests repository - Consultants-E
* ELT Webquests - Warwick University
* Discovering Fiction (Cambridge English) webquests
* ICT4ELT webquests
* Mini webquest examples - IH
* City Webquests - One Stop English
During the IATEFL conference in Harrogate, I noticed that Russell Mayne's presentation was mentioned a lot on various social media channels. Russell, who is behind the Evidence-based EFL Twitter handle and blog of the same name has now also written about the buzz his talk created in a lively blog post. As you will understand, the subject of his talk is disruptive (you could describe it as edupunk, if that term hadn't already been used to describe something else),and with rock n' roll analogy being a particular theme of the conference this year, I suspect this presentation will be looked on as the ELT equivalent to the Sex Pistols gig at Manchester's Lesser Free Trade Hall. Fortunately, the presentation was recorded and his presentation is also available to download, so we can all make the claim 'I was there' while chatting at the bar in future conferences.
The focus of Russell's talk, A guide to pseudo-science in English language teaching, was "on aspects of English language teaching which have little or no scientific credibility" and he examines practices such as neuro-linguistic programming (NLP), learning styles, multiples intelligences and brain gym.
Russell started with an explanation of pseudo-science: "something that looks like science...but, lacks the crucial ingredient of science,which is evidence." Often called brain-based learning, critics refer to this as neuromyths (Anderson and Reed, 2012: Buch, 2014: Geake, 2008; Swain, 2008)
How much support for neuromyths is there in TEFL?
There is surprisingly a lot of support for neuromyths in our field. Russell gave as an example: the CELTA, which promotes different learner styles, and the British Council's TeachingEnglish website has a lot of articles on NLP. English Teaching Professional was set up by a neuro-linguistic programmer. Humanistic Language Teaching run courses teaching you how to teach using multiple intelligences and NLP, articles have appeared in the ELT J and IATEFL Voices. There are talks about NLP at the IATEFL 2014 conference and Mario Rinvolucri has written a book on using NLP in teaching and is an NLP master practitioner. Herbert Puchta has written a book on multiple intelligences. Marjorie Rosenberg, coordinator of BESIG, has recently written a book about learning styles and is interested in NLP. Jim Scrivener includes it in his book on classroom management, although Russell points out that "he does say that we should take them with a pinch of salt". Jeremy Harmer has been a fan and Brian Tomlinson suggests thinking about students' learning styles when materials are written. Richards and Rogers also include sections on multiple intelligences and NLP, although "they are somewhat critical".
Why are they so popular?
Russell believes because "they sound intuitive and plausible...learner-centric...and they seem personal, in the same way that horoscopes do." There are also few people who are critics in the TEFL world. Russell mentioned Philip Kerr and Scott Thornbury and Hugh Dellar as exceptions. People also believe what they want to believe.
What's the harm?
It is a waste of time. Students could be pigeon-holed. Our professional credibility and standards can also be affected. Bad practice can also be spread. With all that in mind, Russell has created a 'baloney detection kit', a series of questions you can ask:
Q: Does it sound too good to be true?
For example, Brain Gym "can help students to...learn anything faster and more easily" and "reach new levels of excellence" among other boasts. NLP's claims are even more impressive. In medical science, Russell says, this type of claim would be called "a panacea, orcure-all...and something touted as a cure-all usually cures nothing."Q: Does it make illogical or impossible claims?As an example, Russell mentioned the '5 senses' mentioned by NLP/learning styles enthusiasts (see slide left), although "in actual fact human beings have many other senses, such as the sense of pain, sense of temperature and a sense of time and sense of taste.
Brain Gym also boasts that it helps us use more of our brains than we normally use, promoting the myth that human beings normally use only 10% of our brains, debunked by cognitive scientists, but still believed by many people. Q: Does it make claims that are vague or hard to test?Pseudo-scientific claims are often deliberately vague and hard to measure (improve creativity, raise student self-esteem, etc).
Q: Does it use a lot of confusing "sciency" sounding terms?Learning styles and their instruments (convergers, divergers) is an example. The very name of Neuro-Linguistic Programming is "particularly interesting" as "it has nothing to do with neuro-science, nothing to do with linguistics and nothing to do with computer programming." It also uses a number of sciency-sounding terms. Q: Does it have little or no scientific credibility?Russell illustrated this with a number of citations from academic researchers stating that learning styles had "no credible evidence", etc. NLP has also been continually attacked, and yet continues to be popular in some circles. Multiple Intelligences has been criticised by many people too. The most interesting of these is Howard Gardner (who invented the theory). He is not happy with how the theory has been adopted in teaching and has said:
"In one video after another I saw youngsters crawling across the floor, with the superimposed legend ‘Bodily-Kinesthetic Intelligence’. I said, ‘That is not bodily-kinesthetic intelligence, that is kids crawling across the floor. And I feel like crawling up the wall." (Gardner, 199:142)
Q: Is contrary evidence ignored by supporters?An example Russell gives is from the ELT Journal (Hatami 2013:2), which basically stated "there is no evidence that these work, but we feel good when we use them, so let's use them anyway." Jeremy Harmer is also quoted saying that although there is no evidence that NLP or multiple intelligences work, "they both address self-evident truths" so we should use them anyway (Harmer, 2007:93). But, Teaching is an art!In response to this, Russell quoted Michael Swan, who in 2000 complained about an article encouraging teachers to use crystals in the classroom: "Assertions - in both science and art - always need justification: you don't make things true just by saying they are"
Further Reading
* Buch, P (2014) Neuromyths and why they persist in the classroom
* Coffield et al (2004) Learning Styles and Pedagogy in Post-16 Learning, Learning & Skills Research Centre
* Geake, J (2008) 'Neuromythologies in Education', Educational Research Vol 50 Issue 2
* Hadfield, J (2006) Teacher Education and Trainee Learning Style, RELC Journal
* Howard-Jones, P (2014), Neuroscience and Education, University of Bristol
* Mayne, R (2013) Why we need evidence - Part 1 'It works!'
* Mayne, R (2013) NLP in ELT
* Mayne (2013) The Importance of Research
* Mayne, R (2014) Tales of the undead, ELTJam
* Stahl, S (1999) Different Strokes for Different Folks: a critique of learning styles
* Wilson (2012) The Emperor's New Clothes: Learning Styles and Multiple Intelligences, Education Matters (Vol 2 Issue 8)
Controlled Studies
(updated 19/4/2014 to include other references and the controlled studies, suggested by Russell)
Using computer games in language teaching continues to be a rising trend, with more research and practice being conducted around the world. It's a subject that continues to attract me as I think the surface has only just been scratched and there is so much potential out there. As computer games develop, as they become more mainstream, so the ways in which they are used in language teaching will grow. Mykhailo Noshchenko's presentation on Teaching English via computer games: merits and critique is the second games-related presentation of the IATEFL Online recordings, although the other presentation, by Karenne Sylvester, was concerned with gamification (the use of game elements in non-game contexts).My interest comes principally from having co-written the first book on exploiting computer games for language teachers, Digital Play: computer games and language aims (Delta, 2011), and participating in the accompanying blog of the same name. In both of these, Kyle Mawer and myself concentrate on adapting already existing free online games for the language classroom. The book and blog are meant to be practical guides to using these games for busy teachers (Part B of the book), with an introductory essay (Part A) meant to put forward our argument for using computer games and then ideas for extending further into the topic (Part C). We recommend using existing computer games rather than specially made educational games, because most of the latter are simply not good games, and the worst of these are dull and badly disguised exercises that leave learners cold. Fortunately, there are some exceptions, but that's for another day.Since we published our book, there have been other, more academic studies published. One of these is digital games in language learning and teaching (ed. Reinders, 2012, Palgrave Macmillan). Of interest mostly to researchers, many of the chapters are concerned with World of Warcraft or other games that most teachers would find difficult to actually use with learners. A more recent book is Language at Play: Digital Games in Second and Foreign Language Teaching and Learning (Sykes, JM & Reinhardt, J, 2013, Pearson), which uses a greater variety of games as examples, although most of these are expensive and require either games consoles, tablets or high specification PCs, most of which would not be available to the average teacher. Nevertheless, there is much food for thought in the book for language teachers interested in the use of game-based-learning. Now, back to the presentation. One of the other Harrogate Online registered bloggers, Dave Dodgeson, has already written his live review of this here. The presentation itself is Mykhailo's "personal three-year experience in teaching English via computer games to various groups of students" and his presentation is available to download here. Skyrim for language learning One of the games that Mykhailo talks about is Skyrim, which, like Dave Dogeson, I found interesting, because I am also familiar with the game. In fact, when I bought the game for the PS3, I ended up with a version in French by mistake, and this led to me starting a blog about my efforts to learn French in Skyrim, although the blogging ran out of steam as I got more and more hooked on the game. I still have the idea of returning to the game and to learning some more French by using the game - I didn't finish it (hardly surprising as the game world is enormous), and will most likely go back to it after I finish the two PS3 games I'm playing at the moment, the disappointing Beyond: Two Souls and the marvelous The Last of Us. Mykhailo is a teacher of International Relations at Kiev University, teaching primarily translation studies, though what the presentation at the conference is a personal undertaking that is nevertheless supported by the university. He became interested in the Elder Scrolls V: Skyrim (to give it its full title) because of its potential for learner autonomy and CLIL. The aim of his presentation is to help raise the role of computer games in ELT, which he believes are particularly relevant because they provide immersion in more than just language.Taking his cue from Karenne, Mykhailo joked that rather than the gamification of learning, he was goign to talk about the learnification of gaming. Genres that he recommends for ELT are Role-Playing Games (RPG) and Turn-Based Strategies (TBS). He doesn't recommend MMORPGS (surprising, as this genre features in the books mentioned above), Real Time Strategies or First Person Shooters. Mykhailo talks about his approach to using video games in the classroom as guided gaming, which he explained involved asking the students to play the Skyrim game and under his supervision, assume certain roles. The benefits of using this game are related to it being an open world role-playing game, so the students are free to do almost anything in the game, from "picking mushrooms to...saving the world from impending doom."Mykhailo guided the students in their choice of path. They were not just playing the game during class. The students also had to present their ideas about the world in writing, and were asked to "compose their makeshift vocabulary of unknown words*" and to undertake a dictation related to that vocabulary. Another thing the game presented the students with was a large amount of reading material.note: this is a major feature of the Skyrim game and adds a lot of background knowledge about the underlying story - it is also an excellent feature for language learners, although there is far too much for students to read.This type of game, according to Mykhailo, is a "linguistic sandbox", which he defined as being "a virtual worldspace that enables students to experience different close-to-life challenges while on the couch." The merits include "uninhibited lexis with high-quality visualisations and vocalisations" and "thought-provoking material presented in a way that does not involve and real-life edgy moments." Playing the game also allows students the "possibility for advanced students to learn more than just textbook lexis."Using a game such as this can also "foster education of reluctant students" if properly guided, because they then think that "English is fun!" and even without a task, students can "absorb a score of language skills while playing any computer game on their own."Mykhailo stated that "without proper reasoning, gaming as an ELT method could be successful mostly with people familiar with it "whereas "others may be reluctant to participate, dismissing it as immature, counterproductive or even frivolous." note: I see this as a problem with fantasy role-playing games such as Skyrim, which are usually only popular with a certain section of the population - this prejudice against them, however, might go away depending on how the game was presented and what the students actually do when 'in-world' in the game.Mykhailo also mentioned the reluctance that some female students may have with this type of game and also adult learners of English, who he believes "demand more task-specific English material." Another problem Mykhailo mentioned was the lack of speaking practice involved when playing this sort of game. A video of Mykhailo's students followed, with them talking about the game and the benefits that they found to their learning. These testimonials were very interesting - they clearly found it beneficial to their language learning. What's next?*As I do, Mykhailo believes that video games will "receive more traction" and that it's worth trying to utilise them in the English classroom. He urged the audience and the ELT community as a whole to participate and also urged developers of computer games to "fully realize the cultural relevance of their work and to enhance the quality of their products."To finish, Mykhailo shared a fun fact with the audience, that he owes half of the vocabulary he uses and his use of English skills to the games he has played as a student.