Case Story: DigiLangLab
Case Story: DigiLangLab
| Summary | To 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 stageLessons Learned
What did you learn from the experience?
Licensing

This work is licenced under a Creative Commons Licence.