Socrative for Online Assessment

 This week, I am going to focus on another important area, online assessment in language teaching. It is a known fact that assessment enables us to measure learning and learner progress, and evaluate the efficacy of our teaching methods.  There are two major forms of assessment: formative and summative. Formative assessment is continuous evaluation through pencil and paper tests, class exercises, topical tests, oral questions and answers, and performances. In summative assessment, learners are examined to show completion of a course, achievement of a qualification or advancement to the next level of a course. In this discussion, the focus is on technology-enhanced formative assessment using Socrative. 

Socrative is a formative assessment tool that can help both teachers and learners to assess understanding instantly. It is an online quiz-based interactive assessment application that allows the teacher to create a variety of questions; multiple-choice,  true or false and short answers and learners to respond in real-time. Besides being an assessment tool, Socrative plays a critical role in the improvement of digital communication skills between the teacher and learners. 

How it Works

Socrative to both learners and teachers is accessible on iOS, Android and Chrome operated mobile devices and all web browsers. Unlike other interactive tools, Socrative requires only the teacher to open an account for free while learners only need to receive a Room Code from the teacher to access it. 

Step 1: Visit the Socrative website.

Socrative Home Page image by Socrative.com 

Step 2: Choose a plan: Socrative Free, Socrative PRO for K-12 or Socrative PRO for Higher Ed & Corporate. Note: Socrative PRO for K-12 and Socrative PRO for Higher Ed & Corporate attract a fee. 

Image Courtesy of  Socrative.com

Step 3: Enter your details as shown below

Image - Screenshot 

Step 4: Enter your Institutional Details and get creative

Image from: https://www.tes.com/teaching-resource/socrative-instruction-handout

Key Features 

How Did We Do Feature allows learners to check their own performance in the assessment. The teacher can adjust the settings to show percentages instead of responses

Common Core Standards - allow the teacher to monitor individual learners' progress

Space Race - is a collaborative mode timed quiz which measures and uses the speed of response to rank learners in a quiz.  

Advantages 

  1.  Cost: it is free for a room of up to 50 learners and affordable for institutions 
  2. Accessibility: Socrative is readily accessible on mobile devices and computers
  3. Language Level: It is suitable for learners of all language levels 
  4. Technical Ability: Since only teachers need to open accounts, this tool is user-friendly for all learners able to use mobile devices. 
  1. Progress Tracking - It is difficult to track a learner's progress as student results from one assessment are not connected to the next one. 
  2. Display: Socrative has a limited display for classroom projectors and other larger screens
  3. Interface Challenge: If for some reason a learner's dashboard becomes unresponsive, he or she has to log back in instead of continuing from the previous activity. 
  4. Communicative Lapses: The tool cannot warn the teacher or learner when performance is going down. the 

Conclusion

Socrative is an amazing tool that can save us a lot of time from marking books and tests especially those of us with large classrooms. We can use it to ass learners during or after the lesson and provide feedback to them in real-time. Because of the school rules against cell phones and other mobile devices in our schools, it would be advisable to use school computer lab desktop machines to enjoy the benefits of this tool. I hope you will find time to try it out like I did in this link, the Room Code is 65890965. Let me know how it goes in the comments below.  You can also watch the video below to learn more. 


Blended Instruction

Introduction

Having looked at some apps we can use in our language classrooms, this week I wish to draw your attention to another important concept trending in education systems across the world. 

Since the Covid-19 pandemic emerged in late 2019 and put most aspects of life we all considered normal on hold for the last two years, the world has had to adjust its various operations. Traditional classroom interactions have had to be replaced by virtual ones in the education sector to ensure learning continued during the disruption. In the developing world like my country, where access to technology is still limited, the pandemic literally shut down learning activities for a couple of months or more. With the pandemic seemingly easing off, and having experienced both online learning and face-to-face teaching, we need to give prominence to Blended Instruction. Blended Learning or Instruction is described as the integration of the strengths of both traditional face-to-face instruction and Computer-Mediated Instruction in the delivery of education.

Types of Blended Instruction 

There are two major models of blended learning: Flipped Classrooms and Virtual Learning Environments (VLEs). 

Flipped Classroom 

"Flipped Classroom is a type of blended learning where students are introduced to content at home and practice working through it at school." Bergman and Sams (2007). It is a pedagogical approach in which conventional classroom-based learning is inverted (flipped) by providing learning access to materials before class and using class time to deepen their understanding through discussion with peers and the teacher, and problem-solving activities in a seminar format online or face-to-face.  The content availed in advance can range from recorded video lesson presentations, texts, pictures, graphs and or audio recordings. During scheduled seminars, the teacher leads a discussion of the materials accessed online before the interaction or engages learners in tasks aimed at demonstrating their understanding of the content through application and problem-solving. 

Virtual Learning Environments (VLEs)

These are platforms through which lessons are prepared, delivered and evaluated using multimedia tools like texts, images, videos and audio. They include Edmondo, Moodle, Genially and so on.  On the one hand, VLEs allow school, college or university students to access materials at home or hostel before class time through their devices such as mobile phones, tablets and laptops. On the other hand, they enable the teacher to create content for various classroom activities, check learner engagement with the materials and evaluate both the learner and the material remotely. 

An Effective Blended Learning Checklist 

At this point, let's discuss what makes an effective blended learning model. How can you tell that it is working well? There are seven critical elements involved:

Clear Learning Objectives: Before implementing a BI system, you should identify and clearly define the learning objectives of the model for three crucial reasons:

(a) to provide learners with a clear roadmap and expectations 

(b) to help content developers with a sense of direction

(c) to help school/institutional managers understand topics to be covered and how they will be delivered. 

The Right Delivery Mode: It is important to consider and clearly state whether a particular or hybrid delivery model will be adopted.

Flexible accessibility: Blended learning's success will be determined by the degree of flexibility it offers for learners to access content and teachers/tutors to develop and make available digital content to deliver maximum results.  

Micro-learning task and design and materials: Every instruction model is meant to enable learners to access knowledge in the most convenient of ways. Therefore, there is a need to ensure that learning activities conform to the material design conventions and curriculum standards. Tasks should be engaging enough for the learners. 

Learners: Learners' ability to access and use technological devices for learning is crucial. Therefore, considerable input from the learners should be obtained to tailor the system to the tech skill level.

Teachers/tutors: Members of staff who will be involved in content development, delivery and evaluating learning should have a clear understanding of how the model will work to achieve their course goals. 

Assessment and Evaluation: A deliberate decision should be made on when, how and by who the blended learning programme will be evaluated to check its effectiveness and impact on all stakeholders.  It should also be clear how learners will be assessed for both the online and face-to-face activities. 

Content Creation Applications

There are many applications today that can be used to create content for blended learning programmes and fall into two categories: Apps for Adding Interaction and Apps with Interactive Content. 

Applications for Adding Interaction held create content in multimedia which learners access at any time. This category has many apps including H5P, Genially, Xerte, Blendspace, Hot Potatoes and forms with stream videos. Because I am still exploring the others, I invite you to check the content I created in H5P on Vocabulary 

Applications with Interactive Content are platforms through which learners interact with each other and teacher in real-time. This category includes discussion forums, Wikis, Quizizz, gap-fill, drag and drops and so on. Interaction can take a form of a quiz or topical discussion. 

Pedagogical Advantages of Blended Learning 

There are many benefits for both teachers and learners of blended instruction but key among them are:

Increased Learner Participation - Blended learning offers learners who have participation difficulties in a traditional face-to-face classroom a chance to participate in virtual platforms freely.  

Flexible Accessibility - Since content is continually available online, learners can access it from any location and at any time. Teachers can equally modify any part of the content from anywhere when it is convenient to do so. 

Personalised Learning - Since the teacher can monitor learner participation and performance, struggling learners can receive personalised learning confidentially to improve. 

Collaboration - Because the material is available to every learner, it makes it easy for all of them to collaborate on tasks and foster teamwork. 

Easy Evaluation - Since paper tests and examinations take a lot of time and resources, online ones are easy to administer and provide feedback.

Reporting and Tracking - Teachers can easily track and report the participation and performance of learners in various tasks. 

Improved Efficiency - with appropriate content and proper perimeters in place, blended learning is said to improve teacher efficiency. 

Constraints of Blended Learning 

Despite the great benefits that come with blended instructions, there are shortcomings one should be aware of.

Tracking and Reporting - Some learners may find the tracking of their engagement with online material a violation of their privacy. How the teacher handles those who have challenges accessing the materials may make or break their learning. Ironically, this is both a good and bad thing. 

Access to Technology -  Devices required by learners to access materials outside the classroom may not be equally available to all learners. In low income and low tech countries like Zambia, this group constitutes the majority. 

Infrastructural Challenges - Many schools in our country do not have the infrastructure to fully implement blended learning.

Conclusion 

With increased uncertainty in the world, institutions of learning need to carefully consider fully embracing blended learning to improve their efficiency. Challenges are expected and some cases appear insurmountable, but I think it is truly worth the thought.  Let me know what you think in the comments section below. 



Teaching Fluency and Speaking with FlipGrid

 Introduction 

Welcome to my blog and this week, I will focus on one area that has been a major challenge to most language teachers in my country, fluency. Before the revision of the curriculum in 2013, dictation and pronunciation were the main activities aimed at improving fluency in our learners. Speaking and Listening are the two most neglected skills in our classrooms today. There are many possible reasons for this, which I will not delve into more detail in this discussion. The main purpose of this post, however, is to discuss how technological tools such as FlipGrid can be used to encourage speaking fluently and listening in and outside the classroom. 

Productive and Receptive skills 

For our learners to achieve total communication, they need to acquire both receptive (reading and listening) and productive (speaking and writing) skills in a balanced manner.  Of the two major productive skills, speaking, though is the most frequently practised, is different from its like partner, writing in many ways. Firstly, speaking places a high cognitive demand on the speaker to select and retrieve words to use; organise and connect the single words into meaningful chunks, and pronounce them well enough for the listener to decode the meaning. The second challenge involves assessing the listener's needs such as the polite manner in which messages are delivered and the contextual appropriateness of what is said. These challenges arise because, unlike writing which accords the author time to think, write and edit their message, speaking is spontaneous and what is said cannot be taken back regardless of how uncomfortable it may be to both the speaker and the listener. This makes it a high-risk activity that most learners generally shy away from for fear of being misunderstood or embarrassed by the mistakes they make. It is for the aforementioned that teachers should take deliberate steps to not only teach fluency and speaking but also provide tools and a conducive environment for learners to freely practise the skill. 

Defining Fluency 

Fluency can loosely be defined as the ability to maintain a fast and smooth speech while effectively managing natural pauses. It entails the speaker can naturally retrieve words and automatically effectively manage turns. Fluency incorporates pronunciation with a focus on intelligibility or production of phonemes and morphemes clear enough to communicate the intended meaning. 

Importance of Teaching Fluency 

Generally, fluency is critical to communication as it helps you to say what you intend to say and your listeners to understand you and provide appropriate feedback. 

Role of Technology in Teaching Fluency 

Technology officers several affordances that the traditional classroom may not accommodate that enable learners to develop their own fluency. Key among them are:

1. Freedom from fear of making mistakes: Learners can practice recording themselves speaking in different ways without the classroom pressure of 'they will laugh at me if I don't speak well,' 'will they understand what I am about to say,' and so on. Such pressure leads to mo mistakes and may inhibit confidence in speaking. In other words, the technology eliminates the risk of 'exposure' that often leads to communication apprehension. 

2. Chance For Self-correction- Through technology, learners can record, edit or delete their own speech until it reaches a level they are comfortable with. They can repeat the words, chunks of words and sentences over and over until they get it right. 

3. Authenticity: Technological devices provide the learner with a chance to practice speaking in a real-world context and to listen to their own output

4. Personalisation: There is a general sense of ownership of both the message and the speaking activity in general as learners may not feel as though they are doing it just for harmony in the classroom. 

Teaching Theories Associated with Fluency 

Fluency and accuracy are some of the target skills of the Communicative Language Teaching (CLT) methodology which emphasises the development of 'Communicative Competence in second language learners. Under this theory, learning of a language takes place through interaction between the learner and his/her interlocutors through negotiation of meaning until there is a common understanding. Fluency is critical in the navigation of this interaction process for the novice to achieve communicative competence. 

Benefits of FlipGrid 

Laura Giacomini provides four distinct benefits pedagogical benefits of FlipGrid to language teaching and learning: 

  1. Confidence Scaffolding 
  2. Asynchronous Access 
  3. Peer Reflection 
  4. Self Reflection 
  5. Growth Monitoring 
About FlipGrid 

FlipGrid is a video discussion platform that allows teachers to create a grid for learners to post their audio and video responses and reactions using their mobile phones, tablets or computers. It amplifies learners' voices, especially those who have trouble expressing themselves in face-to-face classroom activities.  In addition, it can be used for other creative classroom activities such as storytelling, digital content analysis, language practice and of course fluency.  

FlipGrid is simple to set up for both teachers and learners. All one needs is a Microsoft or Google account to sign up and begin interacting. For more set-up details, please watch this tutorial after which you can check my FlipGrid here

Constraints 

Despite its marvellous features, FlipGrid may prove challenging to teachers with low tech exposure and learners with restricted access to mobile devices. Further, more sophisticated features of the application require a subscription which many may not find affordable. 

Conclusion  

Clearly, technology for language teaching keeps growing as innovators continue to develop applications that support language teaching in more ways than one. FlipGrid is one application easy to set up and use for teaching fluency. However, as teachers, we need to examine our own context and determine which application is suitable for our respective classrooms. If access to technology is still a work in progress, do not worry, but take time to explore FlipGrid. Who knows, you might just find it as marvellous as I did. Whatever you find out, let me know your thoughts in the comment section below. 



 

Collaborative Learning with Padlet

Welcome to this week's EduTech talk with Geo.  I would like to draw your attention to another tool that we can use to enhance participation and collaboration in our language classroom. 

Introduction

Collaborative learning is loosely defined as a situation in which two or more people choose to or try to learn something together. It emanates from Vygotsky's Sociocultural theory which holds that learning best occurs when a novice co-constructs knowledge and understanding through interaction with knowledgeable others. As the learner attempts to express words, the teacher provides support through assisted dialogue and scaffolding. Collaborative learning involves learning acquiring knowledge through social interaction with teachers and each other.

With the emergence of education technology, a lot of tools have been developed over the years to stimulate learning based on various learning theories such as motivation, cognitive and sociocultural theories.  Padlet is one of the tools which enable learners to interact with each other under the watchful guidance of the teacher online in real-time. It has a free version that 

Why Padlet 

I have chosen Padlet because it is ideal for different classroom situations and can be used for different activities. Below are some of the features

Technical Benefits

Both the teacher and learners can sign up for Padlet using email addresses. By using email addresses, learners' true identities are revealed when they post making it easy for the teacher to know which group members are participating. In addition, Padlet has a free version that is easily accessible to both learners and the teacher. It, therefore, requires no payment save for minimal data costs. 

Collaborative 
Learners have the opportunity to complete a task in pairs and small groups both at school and at home. For example, in my Padlet below, I chose the Timeline template to create a task by linking time to tenses. Each group has to provide examples of sentences in a given tense. All group members have specific roles to play, for instance, the group working on the present tense will have a person gathering five examples for each sub-tense of the tense (simple, continuous, perfect and perfect continuous), and the same is repeated in other tenses. This gives learners a chance to develop critical skills and acquire valuable knowledge through interaction. They share roles and information and evaluate their own contribution to group goals.

How To Use It in Classroom

Padlet can be used to perform a variety of classroom activities in different subjects. To demonstrate this, I have created a Padlet on a lesson in English Grammar: Tenses

1. Visit https://padlet.com and sign up with your email address

2. Create a Padlet and choose from many templates (Wall, Timeline, Map etc)

3. Make a post

4. Decide on security perimeters such as:

(a) revealing the identity of participants

(b) approval of learner's posts

For a full tutorial, watch the video below 


 

Constraints 

Like many tech tools, Padlet poses serious challenges in low-tech education systems like ours. Firstly, few secondary school teachers, let alone learners know much about it, thereby making it difficult to advocate its use. Secondly, the majority of public schools have either no or unreliable internet connectivity which reduces access to web-based tools like Padlet. Thirdly, restricted access to electronic gadgets like phones and tablets imposed on learners in public schools hinders the use of such tools in classrooms. 

Conclusion 

While Padlet is an excellent tool for collaborative learning, in Zambia, at the moment, only college and university students can benefit from it. Secondary school learners would equally enjoy working with it if necessary technological challenges impeding the full use of tech tools in classrooms were eliminated. I hope that barriers placed on the use of technology in schools are removed in the next few years for our learners to enjoy their activities using tech tools like Padlet. 


 






    Tech Tools for Learner Autonomy

    Introduction
    One of the most difficult things to do for a teacher is to decide when to let go and allow learners to experience learning with our direct control. This is because our training is insistent on class management, teacher guidance of activities and other such concepts. Who would want to teach a class of 'independent' learners anyway? Proponents of Learner Autonomy, however, advocate for the freedom to learn at their own pace in a pressure-free environment to be accorded to learners at optimal times. Learner Autonomy, according to Oxford University Press is, "when students take control of their own learning, both in terms of what they learn and how they learn." "How possible is that?" you may ask. I asked the same question and probably still do, but hopefully, our interaction on this blog will understand. It must be stated from the outset that learner autonomy is not synonymous with self-instruction (a phenomenon where learners literally learn by themselves without any teacher involvement). Instead, it should be understood as behaviour shown by learners and complemented by a teacher in which learners demonstrate the capacity to understand the purpose of their learning, explicitly accept responsibility for their learning, share in setting goals for their learning, take initiative in planning their activities and regularly review their own performance. Yes, I agree. They need to be exceptional to do so.

    Learner autonomy remains a controversial concept with no concise definition, but the advancement in technology in education provides a window to explore its practicability. One such tool is the  British Council ESOL  Nexus Site which is accessible to both teachers and learners of English as Speakers of Other Languages. This site has lesson plans, CPD Resources, learner activities and resources, and guided language use in different contexts. The following is the description of its components:

    This section will find articles and resources essential for continuing the professional development of effective teaching and presentation skills. The articles cover a wide range of topics relevant to the professional practice of language teachers. 

    If you want to teach or learn English for use in different work environments, formal or informal, this section is the most suitable for you. It contains vocabulary, audio clips, short sentences, dialogues and many more for beginners, intermediate and higher-level adult employees. The material covers jobs such as retail, skills and construction, cleaning, and hairdressing to mention but a few. While they are intended for adult learners, their contextualised language skills and vocabulary can be useful to teenage learners and can be accessed with little or no assistance at all.

    This component is meant to adjust new immigrants understand and adjust to UK life once they arrive from their respective countries.  It can be used to explore the various aspects of life in the UK for individuals and families especially those who have relocated. Learners curious about UK life and culture even before they have a chance to travel can also learn language appropriate for various daily life situations. 

    Teachers looking for resources and lesson plans for a wide range of activities can choose this section and select what suits their situations. Lesson plans have activities that both teachers and learners can engage in to develop language skills. It also contains notes and worksheets for learners to practice and test their own language skills. 

    This section contains parts essential to learner autonomy in form of English Grammar and Grammar Lessons, Skills, your Turn, and English for Work. Learners can explore these lessons according to their individual preferences to practice their English skills through storytelling, role play, self-assessed grammar quizzes and vocabulary practice. 

    Constraints 
    Like learner autonomy itself, the British Council ESOL Nexus Site is limited to learners of a particular age group to be effectively beneficial. The site is highly relevant to teenage and adult immigrants but not appropriate for young learners. This is because, in my view, young learners have little to do with many situations used in learning a language save for retail. Immigrant children would need a different tool to help them develop their English language skills. 

    Conclusion
    The role of a teacher in language learning will never, at least in the foreseeable future, be substituted by any single tool that seeks to promote learner autonomy. Suffocating grip and control of learning will not be helpful either. Therefore, as we consider developing autonomous learners, let's not abdicate our responsibilities but offer essential guidance to the learners and help them develop their level-appropriate language skills. 

    Let me know what you think about learner autonomy and this tool. You can also watch 

    Task-Based Learning with WebQuests


    This week, I wish to draw your attention to task-based learning using WebQuest. You may wonder what WebQuest is like I did when I first heard of it. According to the inventor of the concept, Bernie Dodge (1995) from San Diego State University, a WebQuest is "an inquiry-oriented activity in which some or all of the 'treasure hunt like project tasks in which learners are provided with information to use to complete them. The emphasis is on 'using' and not 'finding' information. 
    A WebQuest structure has the following:
    • The Introduction stage: introduces the theme, provides background information, defines the context, roles and key vocabulary involved in the task. 
    • The Task/Question - explains clearly and precisely the task learners have to complete and how they will accomplish it. It is expected that the task will be interesting and motivating.
    • The Process stage guides the learners through a set of activities and research tasks, using a set of predefined resources.
    • The Evaluation: involves learners in self-evaluation, comparing and contrasting what they have produced with other learners and giving feedback on what they feel they have learnt, achieved

    In completing the task, learners can perform the activities individually or collaboratively by taking up roles. 

    The purpose of my post this week, however, is to analyse one WebQuest I found interesting using the evaluation matrix. For this task, I have selected a WebQuest by the British Council Teaching English titled: The Year 2004 Magazine in which learners are expected to use archives and create a Sunday Magazine supplement of key news events of 2004. I will use the evaluation matrix criteria as subheadings for my analysis. 

    Generally, this task is suitable for learners in senior secondary school especially those preparing for examinations like the School Certificate Examination. It is also useful in developing the life skill of verifying information, especially in the advent of fake news spreading easily through social media. 

    Engaging Opening

    From the onset, the task is clearly exciting from the start as learners are placed in groups of three, each with a specific topical focus - health, politics, crime, space exploration, business and sport, to delve into the BBC Archives, compile their stories and present a summary. With this variety of topical areas, learners can find at least one that interests them individually and form partnerships with those they have common interests. These topics are generated sufficient interest in many young people save maybe politics. They are engaged in brainstorming, sharing task components and deciding the order of priority for the stories in their assigned topic. Therefore, there is high-level engagement at the beginning of the task.
     

    The Question/Task

    A good WebQuest always has a clear question or task easy for learners to understand and follow to a logical conclusion.  In this WebQuest, learners are provided with clear topical areas to focus on and a step by step procedure of how they will come up with the components of the final product. 


    From  the  BBC News  Archives, choose two important news stories from 2004 for each of these  categories (group work): health, politics, crime, space exploration, business and sport

    1. Present a short summary of your news stories to the newspaper Editorial Board. They will help you decide on the most important story for each category (group work).
    2. Write short articles about your final six news stories, and include graphics (individual work). 
    3. Edit and produce  The Year 2004  magazine. Show your magazine to other groups (group work)
    4. Do a questionnaire self-evaluation of your work (individual work).

    This demonstrates that careful thought was put into the crafting of the task to yield the intended outcome. 

    Background for Everyone 

    To tap into the learners' background knowledge, the task asks them to firstly reflect on what made interesting news to each of them as individuals before they surf the BBC Website to refresh their memories. This is important because it helps learners, not only tap into their own background knowledge but also examine and realign their interests to choose a suitable partner. Weblinks are then provided as resources to use in completing the task.  

    Roles/Expertise 

    The task asks the participants to assume the role of a 'group of reporters' who work in teams of three to reproduce news articles of hot news stories of the year. after writing the stories, the reporters are to submit their products to another team called the "Editorial Board.' There is a clear and distinctive definition of roles that arrays fears of conflict of interest. Further, each team of reporters has a specific topic to concentrate on according to their interests to avoid overlap in duties. 

    Use of The Web

    Using the Web is in the DNA of a WebQuest thus a task that does not fully utilise this resource defeats the whole purpose. In this particular quest, learners made use of the BBC Website for both archived and recent information to help them complete the task. 

    Transformative Thinking 

    This is the best part of this WebQuest as higher-order thinking skills were engaged from the beginning. Firstly, they had to reflect on events of the year and remember particular ones that stood out from their individual perspectives which later culminated in decision making - settling on topical areas from those provided. Secondly, participants had to find others with aligned interests, express their views and decide to form working partnerships. It is possible some of them may have wanted to partner with close friends, but they had to examine and put aside personal inclinations for the good of the mission. Higher-order skills of reflection, brainstorming, analysis and synthesis were tapped into by the task. 

    Real-World Feedback  

    The WebQuest task has two forms of feedback that I found very interesting: News Verification and Self Evaluation.  In news verification, learners were tasked to ensure that all contents of their respective articles were derived from authentic sources provided as a real-life journalism ethic. This would help build a foundation for ethical reporting in future. In the second part, learners were provided with a self-evaluation questionnaire to reflect on the task in terms of experiences, perceptions of group work (before, during and after the task), lessons they picked from the task and what they would like to improve on in the future.  Above all, they were provided with the rubric of how their product would be assessed. 

    Conclusion

    Overall, the WebQuest had a holistic tough to it as it involved all four language skills: listening, speaking, reading and writing, and completed individually in part and through groups. The task was highly engaging and activated higher-order thinking skills and roles clearly shared with distinctive boundaries. All components of the WebQuest as stipulated by the inventor were complied with. However, the task may not have been very appropriate for learners who learn better as individuals than in groups as it required a lot of teamwork and collaboration.  

    If you wish to develop research and other higher-order skills in the learners, try WebQuest. Let me know what your views on this topic by commenting below. 

    For more information, visit  WebQuest.Org or 


    Using Tech to Improve Learner Motivation

    Introduction

    To begin our weekly 'Tech Talk', I would like to share with you a tool that some of you may have used already, Kahoot. Language teaching, like many human endeavours, keeps evolving every now and then. New ways of doing things emerge amidst changing demands and needs of learners and the wider society. The use of games like Kahoot, Voki, Triptico App, Deck Toys, Quizlet, Wordwall and many others in the classroom provides learners unforgettable experiences that make them yearn for more class time.  It is against this background that I wish to unpack one of the games to see if you would find it useful in your context. 

    About Kahoot

    Kahoot is a game-based learning platform that enables the teacher to create, share and play learning games and quizzes in a matter of minutes. It is a freely accessible tool requiring minimum bandwidth and can be played on both computers and mobiles devices. 

    A teacher can use Kahoot to pose questions to learners who can individually or in a group respond to using electronic gadgets in a given time. All devices require internet access to play the game. Kahoot records each learner's or group's response and the time it took to be posted, then uses the record to rank learners and decide the winner. It contains all elements of a game: competitiveness, fun, challenge and rule-governed. 

    To learn more about it, click the video below: 

    How it Works



    1. Step 1: Create New Kahoot 

    • Go to https://kahoot.com and click on the Sign-Up button 
    • Fill out your account details on the next page to set up your personal account 

    2. Step 2: Create a Newk or Quiz 

    • After signing in, you will be directed to a new page where you should click on ' Create a Kahoot'
    • Select the game you want to play. Quiz is the best of them for classroom

    Image from: Kahoot.com

    • Click of Quiz
    • (Describe your KQuiz
    • Decide the type of question
    • true/false or yes/no questions.
    • sentence grammar correctness/incorrectness.
    • students choose odd word/sentence out
    • questions about synonyms, opposites
    • Include more than one correct answer to make the task harder
    • Type a question in a given area
    • Allocate the correct answer
    • Choose the response time

     Watch the video below to learn more about how to play Kahoot



    Note

    • The teacher needs to have an email account in order to open a Kahoot one or can sign up using a social media account. 
    • Learners are allotted time to respond in form of a count down watch per question which will show on their devices. They can use smartphones, tablets, laptops or desktop computers with internet access to be able to play the game.
    • Each multiple-choice answer has colour or shape attached to it
    • questions can be auto-randomised to prevent memorisation or malpractice 

    Pedagogical Underpinning of the Game 

    From the pedagogical perspective, Kahoot has roots in the concept of Gamification in Education and Training which refers to the use of game mechanisms in learning situations to make it more fun and enjoyable. Gamification has been adopted in various contexts for different purposes because of its potential to increase participation and innovation, strengthen engagement and ultimately motivate participants. Learning through play gives confidence and motivation to learners. This, of course, depends on how the teacher cultivates these benefits from a gaming situation. 

    Kahoot can be traced in major learning theories that we apply in our teaching practice, but I will highlight three of them:

    • Behaviourist Approach - the game contains repetitive tasks with instant feedback and rewards which motivate learners. 
    • Constructivist Approach - Kahoot can be used to conduct pre-assessment tests to ascertain the level of pre-existing knowledge in learners and design safe-paced lessons and interventions for them to acquire new knowledge.
    • Social Constructivist Theory - When learners play the game in teams, there is enormous peer-teaching and learning through collaborative game tasks. Interaction during the game is likely to build a better corporation and build bridges for collaborative learning. 

    Benefits of the Game 

    • Increase in Participation: Because of its gamified nature, Kahoot elicits the participation of each learner. The teacher can tell from the number of players in the game whether or not every learner is involved and take appropriate measures. The results will also show who actually participated and who did not. 
    • Contributes to Classroom Happiness: Learners are more likely to enjoy class time through the fun the game comes with. Fun learning has been shown to lead to an easier and better understanding of concepts.
    • Improves Learner Motivation: Kahoot makes learners look forward to the next class session

    Concerns 

    • The game may become boring if the same learners win all the time
    • It can be addictive and take away time from other aspects of teaching and learning 

    Advantages 

    • It is free, easy to learn and use for teachers even with limited technological know-how
    • Kahoot has a simple process for learners to access it and play the game
    • It provides prompt feedback through real-time results 
    • The teacher can download the results for review and other considerations 
    • It is flexible as questions and response time can be adjusted 
    • The game can be played using different devices - computers, tablets and mobile phones. 

    Limitations 

    The following are potential limitations one should bear in mind when thinking about using this game: 

    • Unfavourable Rules: Learners in all public (and some private) schools are prohibited from both possessing and using mobile phones and tablets. This rule makes use of technological tools such as Kahoot in the classroom not only difficult but nearly impossible.
    • Limited Access to Computers: Because learners are forbidden from using mobile devices in schools, their only interface with ICT is through computers found in school computer labs. These are mainly meant for teaching classes doing ICT related subjects like Computers Studies and Design and Technology. When there is a clash with an English class, these take precedence. In most cases, the computers have either poor or no internet access at all. 
    • Inadequate Teacher Interest in Tech Stuff: While it is evident even in homes that children have more interest and prowess in technology and its immense potential in language learning and teaching, the same cannot be said of most experienced teachers who prefer 'the trusted' textbook methodology they have used for ages. As a result, attempts to use this tool would require a lot of effort to generate interest in some teachers. 
    • Varying Exposure to Technology by Learners: Our classrooms house a mixture of learners from different backgrounds. Most learners from rural areas may never have seen, let alone touched a computer before they enrolled on school while those from cosmopolitan communities may even be more exposed than the teacher. Though would therefore require using the team version of Kahoot for which subscription is required. 

    To play the short quiz I created, you will need to open this link https://kahoot.it and enter pin 451000. 

     Conclusion

    Gamification in the classroom has been proven to increase motivation, interaction and collaboration. Kahoot is one such game that can inspire your learners to unleash their fire to set the classroom ablaze and light up their language learning experience. With proper guidance, I believe the concerns around the game can be minimised. Probably, the biggest conversation we should start having in order for technology to take its rightful place in our classrooms is the rule against possession and use of mobile devices imposed on our learners. This is a topic for another day. Meanwhile, let me know what you think about Kahoot and other motivational games for the classroom. I look forward to reading your comments. 




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