Case Story: DigiLangLab

Case Story: DigiLangLab

SummaryTo explore how technology can enhance the teaching and learning of English Language.
Group / workshop Architecture for Participatory Learning Status seed
Project
details...

Situation

What was the setting in which this case study occurred?

The need to improve standards of English Language oral proficiency.

Task

What was the problem to be solved, or the intended effect?

This project involves developing applications that support the teaching and learning of English Language for the primary and secondary schools. Some of the applications to be developed include role-playing games, interactive storybooks, virtual worlds.We hope to study how these applications can change the way language is taught and learnt in the classrooms. We also want to observe how teachers' classroom practices will evolve and improve with the introduction of these tools.

Actions

What was done to fulfil the task?

Students can practice their oral skills through the use of an avatar in pre-determined scenarios in 2nd life.

Results

What happened? Was is a success? What contributed to the outcomes?

Project still in planning stage

Lessons Learned

What did you learn from the experience?

Licensing

Creative Commons License
This work is licenced under a Creative Commons Licence.

Created by Chitra Jenardhanan on 2008/08/08 05:45
Last modified by john gray on 2009/03/04 13:05

This wiki is licensed under a Creative Commons 2.0 license
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