Professional Documents
Culture Documents
CLIL is the most common term used in the European setting to describe the
approach to teaching a curriculum subject through a foreign language, with the
dual focus of acquiring more subject knowledge and improving one’s skills and
competences in the foreign language. It is, thus, neither an approach that belongs
to language learning nor one that belongs to subject teaching. It is a unique
approach which develops when the two teaching methodologies are merged, as
described by MARSH (2002)
This approach has been practiced in many European schools for decades.
Originally it was employed in bilingual or border areas. Today, it has spread in
most European countries and constitutes a promising and effective tool in the
promotion of multilingualism. In the 2006 EURYDICE publication “Content and
Language Integrated Learning (CLIL) at school in Europe” one can see that most
European countries have initiated CLIL-based programmes.
Indeed, CLIL has a great deal of potential. The benefits of the approach do not
limit themselves to the improvement of language skills and subject knowledge.
CLIL also offers the opportunity for learners to develop their intercultural
knowledge and understanding as well as their intercultural communication
skills. The approach promotes the development of diverse learning strategies,
the application of innovative teaching methods and techniques and the increase
of learner motivation.
CLIL responds to the EU lifelong learning programme proposal for all citizens
where multilingualism and multiculturalism is thought to promote integration,
understanding and mobility among Europeans.. Subjects such as science, arts
and craft, music, physical education, geography or home economics are only
some among the wide range of CLIL content subjects taught at pre-primary and
primary schools.
There are innovative principles that must be respected in order to use the CLIL
approach. They are generally based on the 4 Cs (CONTENT, COMMUNICATION,
COGNITION and CULTURE) as defined by Do Coyle, 2005.
- As for Content, The foreign language is learned through topic content provided
in a way that encourages active natural learning.
- Last but not least, learning a foreign language is learning about cultures that
use that language and contrasting them to our own culture.
The 4Cs framework emphasises the language of learning, for learning and
through learning.
Technology can also offer linguistic help to the CLIL teacher, due to the fact that
even teachers who are highly proficient in the foreign language may find
difficulties when using the language to teach a specific subject. Moreover,
technology provides an invaluable resource of teaching materials when novice
teachers are in need of them.
Critics argue the flipped classroom model has some drawbacks for both
students and teachers.
For students, there exists a 'digital divide'. Not all families are from the same
socio-economic background, and thus access to computers or video-viewing
technology outside of the school environment is not possible for all students.
Additionally, some students may struggle due to their developing personal
responsibility.
Others argue that the flipped classroom leads to increased computer time in an
era where children already spend too much time in front of computer screens.
Moreover, flipped classrooms that rely on videos to deliver instruction suffer
some of the same challenges as traditional classrooms. Students may not learn
best by watching instructional videos at home.
Teachers may find challenges with this model as well. Increased preparation
time is initially likely needed, as creating high quality videos requires teachers to
contribute significant time and effort outside of regular teaching responsibilities.
In order to avoid some of the disadvantages that the method can involve for
primary students, experts have made some changes in the primary flipped
classroom: videos are not assigned as homework, but become part of a lesson.
Moreover, some primary teachers advice the use of instructional videos in the
middle of a learning cycle, as watching it at the beginning of the learning cycle
can lead to misinterpretations by students and thus, an un-learning and re-
learning process which translates into a waste of time and effort.
To sum up, this method has proven successful with older students (University
and high schools), and although adapted flipped lessons for young children can
be beneficial, they are engaging not only for teachers and children but also for
parents, since it involves working at home with the content. This fact involves
added dangers to the equal opportunities model of education.
The term gamification was coined in 2003 by Nick Pelling. It describes the
process of applying game-related principles — particularly those relating to user
experience and engagement — to non-game contexts such as education.
Unlike using a game to teach – for example, asking children to play word-based
games like Scrabble
to encourage better reading skills – gamification focuses on
extracting the underlying principles of games and asking whether an education
experience can be reconfigured to build on those principles. Since gamers
voluntarily spend countless hours playing games and problem-solving,
researchers and educators have been exploring ways to harness videogames’
power for motivation and apply it to the classroom.
All games share three fundamental characteristics: they have a clearly defined
set of rules; a rapid feedback system; and a well-established goal. With few
exceptions, participation in games is voluntary and is primarily for enjoyment.
The principal appeal of gamification is the liberty that
it provides pupils and
teachers, as encapsulated
by the four freedoms: the freedom to fail, freedom
to experiment, freedom of effort and freedom
to self-express and assume
different identities. These freedoms represent a welcome pedagogical shift for
those students whose educational potential is being hampered by conventional
teaching methods.
There are some mechanisms in games which have gained prominence as the
most fundamental to be applied in education: based on the Cascading
information Theory, the replacement of a completed task with a slightly more
difficult one helps stimulation, while the addition of layers of complexity aids
comprehension. Games provide intermediate goals, as they often incorporate
visible symbols of achievement. Furthermore, most computer games have
tutorials which aim to guide players through the play. This helps decrease
uncertainty on how to complete the task and saves time for the teacher.
Games offer instant feedback. In contrast, many educational programmes involve
feedback cycles and delayed rewards, which does not allow students to be aware
of their learning process. Another advantage of games is the motivational and
emotional factor that collective responsibility in group-based activities involves,
as players do not want to let down their teammates.
Some authors have pointed out that gamification can lead to overstimulation or
game play addiction, and sometimes it replaces other learning activities, such as
hands-on experiments or simulations. Therefore, gamification of activities
should be done taking into account that not all learners will enjoy a competitive
environment,