Case Story: DigitalLanguageLearning

Case Story: DigitalLanguageLearning

SummaryTo explore how technology can enhance the teaching and learning of English Language
Group / workshop None Status seed
Project
details...
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.

Situation

What was the setting in which this case study occurred?

Currently, most of the students are not predisposed to using English Language in situations beyond the stipulated English lessons. Students are also not fluent in speaking the language, despite them going through basic 10-year education using the English medium.

We hope to study how these applications can change the way language is taught and learnt in the classrooms. With digital technology being readily available, more opportunities for the usage of English language in authentic situations can be created for the students. Individualised feedback can also be given to the students to inform them of their progress and therefore they can decide the next steps to take. We also want to observe how teachers' classroom practices will evolve and improve with the introduction of these tools. Another possible area of study in this project would be the use of these applications for formative assessment purposes.

Task

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

Actions

What was done to fulfil the task?

Results

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

Lessons Learned

What did you learn from the experience?

Licensing

This document is full copyright of the author(s).

Created by Britta Seet on 2008/08/08 04:21
Last modified by john gray on 2009/03/04 12:40

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