Technology-Based Activities for Language Learners / A Health Unit


Instructional Software

I. Integration Strategy

Instructors may provide opportunities for students to recycle language using applications such as Quizlet. Another possibility, however, is a free game application like Eat This Not That!  This free iPhone/iPad app is a game in which users earn points by choosing the healthier of two choices in the categories of breakfast, lunch, dinner, dessert and snacks. There are two game modes, one that does not involve points or penalties, the other competitive.

Nike Training Club is another free iTunes app that features more than 85 custom-built workouts, including workouts from celebrities, professional athletes, yoga instructors, and so on. The application has a number of gaming elements such as a progress tracker that can lead to rewards, along with the option of setting workouts to one’s favorite iTunes music. There are step-by-step text and audio demonstrations for every exercise routine, and users can share their workouts and reward status on social media platforms such as Facebook and Twitter.

Step 1: As a homework activity, encourage students to use this application outside of class.

Step 2: In class, students may share their progress by presenting their results using Airplay Server.

II. Relative Advantage

The relative advantage of using an application like Quizlet is that it allows students to reinforce and recycle language content such as vocabulary, an important aspect of language learning. It is possible to create quizzes using pencil and paper. However, as mentioned previously, students are more motivated to use digital technology to complete this type of task. Moreover, sharing is much easier when it is digital. Likewise, exercising is more fun when there are digital gaming elements involved. In fact, gamification is a rapidly growing trend that has proven to increase motivation and participation in non-game contexts. The Nike Training Club is a good example of an activity, exercise, that is not always associated with fun.

III. Expected Outcome

As mentioned previously, students will generally be more motivated to engage with content language that has gaming aspects in a digital platform such as a hand-held device that can be used anywhere, anytime. Not only is this approach more fun, but also it is an example of how technology can break down classroom walls, thereby transforming the learning environment.

IV. Additional Resources

http://business.time.com/2012/08/28/six-reasons-why-gamification-will-rule-the-business-world/  

Randy VanArsdale / EDTECH 541 / Dr. Jackie Gerstein

 

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