Tuesday, October 30, 2018

Chatbots and Automated Speech Recognition (ASR) in EFL/ESL Classroom

The ability to understand human language;  to ask a question and to receive an answer, to generate realistic and logically consistent responses are the core of human communication. Moreover, with the rapid progression of technology, speech understanding technologies; chatbots and automated speech recognition (ASR) progressed as well, and now a range of speech understanding applications are available to language learners and teachers.  Furthermore, These applications enable EFL/ESL teachers and learners to address a variety of learning issues.  In other words, the successful implementations of these technologies give the learners the chance to improve their speaking skills. Namely, speech understanding technologies give the learners the opportunity to interact with a ‘speaker’ of English whenever they choose. For instance, automated speech recognition (ASR) can be implemented in the teaching and learning process (A2-B2, 12+, a variety of topics) as a useful pedagogical tool to boost meaning-focused speaking interaction. In other words, it gives the learners the opportunity to have meaningful face-to-face discussions with the virtual interlocutor.   An additional value of ASR is in their versatility to address a variety of learning issues and topics. Namely, ASR is a way for students to improve their pronunciation, gain awareness of their articulation and boost their speaking skills. 
However, ASR has also limitations, which should be taken into consideration.  The straightforward process of speech recognition by the machine is a complicated process by variability issues. One issue is connected with the peaks and troughs of the speech signal, that may not line up correctly when words are said at a slower or faster rate.  Moreover, the variability among speakers is another problem: voice quality, an accent that all affect speech characteristics. Furthermore, unlike printed text, spoken language does not have clear-cut boundaries between words. Therefore, sounds at the beginnings and ends of words could be produced slightly differently depending on their immediate context.
While there is still another way to provide language learners with conversation practice machine: 'chatbot'. The linguistic worth of  ‘chatbot’ software programs is to hold a conversation or interact, as a precursor to their potential as an ESL  learning resource.  Thus, Chatbots can be implemented in the teaching and learning process, as a suitable pairing of pedagogy and technology, if the following aspects are taken into consideration:
 Chatbots work well when the language input to them consists of one-clause sentences and when the topic is an everyday one.  It is noteworthy that chatbots which perform better converse in a single domain and have specialised vocabularies and discussion topics (A2-B2, 12+, vocabulary: single domain).
 Moreover,  Chatbots need correctly-spelt words in grammatically correct sentences. Some chatbots can deal with misspellings, but this is often unpredictable, as the ability of chatbots to maintain a cohesive exchange over multiple conversations is limited.  Thus, these limitations are non-trivial and cannot be overlooked. However, for practical purposes, the virtual dialogue can avoid the problems of speech synthesis and lack of conversational cohesion, and in this case, it remains a worthwhile option for CALL application.



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TEFL 307


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Tuesday, October 23, 2018

                                     Mobile-assisted language learning (MALL)

Mobile-assisted language learning (MALL)  is a field that is quickly growing,  and to this end, a large amount of research has been published over the past two decades, that highlights the diverse ways in which mobile devices can be implemented in the teaching and learning environment. Furthermore, research,  for the most part, shed a very positive light on the potential of the role that mobile devices may play.
Moreover,  as an essential area of consideration for any new technology implementation in language learning is the user’s readiness to employ it effectively. In other words, teachers before planning to incorporate any technology into their curriculum there is a need for technological pedagogical content knowledge.  Thus, based on the literature from MALL, CALL, and ML,  it is essential to take into consideration ten general principles, as an initial basis for developing and implementing mobile language learning.
Hence, taking into account ten principles (Stockwell and Hubbard, 2013) for developing and implementing mobile language learning, the following MALL activity was designed for  EFL/ESL students (from beginners to advanced,  the choice of the level depends on the chosen topic).
 Activity plan: the activity is designed to practice students' speaking skills. The focus of the following activity is on fluency. Namely, students can make a note of their 'favourite mistakes’ try not to make the same mistakes after receiving pair feedback.
·         Required technologies: mobile phone or computer/laptop (Principle 5: learners are given the      option of using either their mobile phones or computers)
·         First of all, ensure that students know how to use their mobiles/laptops to do a  recording to complete the activity. If they do not know, explain to them how to do it and only after that start the activity (as suggested in principle 9; explain rather than rely on learners' knowledge, Principle 1: the activity is designed to be carried out on a small screen with minimal input needed, which is thought to be appropriate for mobile phones
·         Then,  a learner  makes a voice/video recording of a speaking task (3 minutes) done in class to share with his/her pair for feedback (principle 7: the activity is designed to be completed in short times, Principle 6: using mobile phones for short learning activities is not too large a jump from their normal practice).
·         After listening to pair feedback, the re-recording of the task is carried out and is shared with the teacher for assessment.
·         Teacher posts his/her comments on shared online space.


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Impact of Mobile Assisted Language Learning (MALL) on EFL: A Meta-Analysis | Hassan Taj | Advances in Language and Literary Studies


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Tuesday, October 16, 2018

                                 The Integration of MUVEs into an EFL Classroom

The rapid evolution of technologies has afforded the teachers the opportunity to integrate virtual worlds into an EFL language learning platform. MUVEs (multi-user virtual environments) provide learners with various learning experiences by providing learners with a convenient, practical and reliable learning platform and experiences.  However, some of these experiences are sometimes difficult to offer in the real world because of the distance, cost, time or impracticality. This is particularly essential for ESL language learning and instruction, as ESL students typically do not have the opportunity to enjoy authentic social and cultural presences in traditional classrooms. However, before designing EFL programs and integrating virtual words as a way to solve the language learning problem caused by a lack of authentic learning environments, it is essential to analyse and take into consideration factors such as the needs of learners, culture, basic and technological competencies and so on.

Moreover, it is also essential to take into consideration what the teacher wants the learners to gain: 'input' and produce: 'output'. For instance, if the teacher aims to provide the learners with a more vibrant cultural and social experience, in this case, Second Life (SL) can be a good choice for integration into the classroom. Namely, as an EFL learning platform, Second Life (SL) can link students and universities across spatial, temporal and cultural barriers and provide a richer cultural and social experience for EFL students.  From a teacher perspective, it also affords authentic opportunities to learn about and practice teaching EFL students. 

Furthermore, SL also compiles visual and immersive components, synchronous interactions, and opportunities to practice and perform in the language in the ways that the traditional classroom setting does not allow. Furthermore, with broad access to native speaking communities, SL affords the potential to address ‘‘five C’s: Culture, Communication, Communities, Connections and  Comparisons (National Standards for Foreign Language Education created by the American Council on the Teaching of Foreign Languages, ACTFL 2011). Thus, if the teacher aims to boost learners speaking skills, overcome cultural barriers and to address ''five C's'', the use of SL can be justified pedagogically.

  On the other hand, Minecraft is much more than a simple game; it is an activity that the players want to talk about and explore the possibilities for finding new information from multiple sources:  research from online resources, ask for assistance from someone else in the classroom or use the game chat. Furthermore, it provides the learners with multiple contexts, by bridging the gap between novice and experts.  In other words, it opens up unique opportunities for collaboration between less and more experienced gamers and language users by allowing participants to learn from each other. Namely, it can be considered as a differentiated virtual classroom, that responds to students various levels and interests.

Thus, the feasibility of any game or technology into the EFL language learning platform can be pedagogically justified if the teacher can find the synergy between the integration of virtual worlds and pedagogy. Furthermore, teachers, by designing and teaching programs in the virtual world, give the students the opportunity to understand how they, as learners can create and explore within a game environment and how they, as a community can bring their experiences together as a shared narrative.





What is Minecraft? | ParentInfo


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Tuesday, October 9, 2018

                                 
                                               Computer Games as a Learning Tool ;DGBL



Widespread public interest in computer games as a learning tool is growing. Moreover, a majority of people believe that games can be a useful and effective tool in the EFL/ESL classroom and that they should have a place in the learning process.  However, if we continue to believe that games can have only positive effect on learning, we run the risk of making the impression that all games are suitable for all student and for all learning outcomes, which is not the case. Thus,  while evaluating games, it is essential to ask ourselves several questions:  What is covered in the game?  What does the game get wrong? How this game can help learners to learn English: vocabulary, grammar, skills.  In other words, it is not to privilege one arena over the other but to find the synergy between engagement in DGBL and pedagogy. Moreover,  psychological factors should also be taken into consideration. According to Claire McCarthy, MD Faculty Editor Harvard Health Publishing,
https://www.health.harvard.edu/blog/protecting-children-dangers-virtual-violence-2016080210036, digital games play a crucial role in the development of attitude, emotion, social behaviour and intellectual functioning of children. In other words, it is about being aware of all the possible nuances and effects that this or that computer game can have on learners and try to choose the one that is appropriate for learners age, needs and level of proficiency.
Thus, taking into consideration that not all games will be equally effective at all levels of learning, the game: ''Fast English'' can be appropriate for beginners.  The game gives the learner the opportunity to choose the content he/she wants to play from more than 500 vocabulary items in total. Furthermore, it gives the teacher the opportunity to choose specialised vocabulary for the lesson from more than 500 vocabulary items. Moreover, the game is a way for the teacher to provide the students with multiple ways of learning content: multiple intelligences; learners listen to the sound (verbal/linguistics) or read the word and then click on the matching pictures (visual).  The challenge of the game is to get an as high score as possible before the game finishes.

Regarding learners assessment, the teacher can assign the learning of new vocabulary as homework (receptive vocabulary), and at classwork asks them to tell a story by using these words and share with the whole class: productive vocabulary. In other words, the learners gain not just knowledge as facts, but knowledge as something they produce and share with the others. Furthermore, very often students do not learn that much from an instructor, but by listening to their friends. 

TEFL 307


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ABCya! | Educational Computer Games and Apps for Kids


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Tuesday, October 2, 2018


Digital Storytelling, as a Way to Integrate Multiple Literacies in the Classroom

Nowadays students are bombarded by so many sounds and images that using multiple literacies: media/computer/digital/critical in the classroom is only a way to keep them with skills they have already developed. In other words, multiple literacies are a way to give the students an opportunity to voice their awareness of social and educational factors.

 Moreover, multiple literacies give the students a wider range of spaces for their voices,  and at the same time give the instructor the power to hear students’ voices. Writing begins in voice and developing a voice in writing should be an essential part of any English language program (Harste, 2003).  Thus, being familiar with the student's literacy practices and considering how these multiple literacies: media/computer/digital/ critical can be used for educational purposes in the classrooms, teachers can foster language learning. Moreover, it is not a way to walk away from what we already know,  it is rather a matter of a different emphasis, and it is about what comprises a good language and literacy program.

Thus,  assigning students (age: 18-30, level: B1-C2, EFL classroom) to create a digital story assignment about the events in their lives, will affect positively on their learning by making the learning process more productive and efficient at the same time. Moreover, it will give the students the opportunity to express themselves in multiple ways: gestural, visual, spatial, as well as linguistic.

 Furthermore, creating the digital story will help them to redefine their understanding of literacy.  In other words, by creating the digital story assignment, they will be able to express their literacy through art, music and education and at the same time, will have the opportunity to see all the connections literacy had to their life.




EdTechTeacher Digital Storytelling: Tips, Tools, and Examples for Teachers


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IoT Podcast Episode 437: Goodbye and good luck

This is the final episode of The Internet of Things Podcast, and to send us off after eight years, we don’t discuss the big news of the day ...