Professional Documents
Culture Documents
GROUP 1
MATERIAL EVALUATON - is a procedure that involves measuring the value of a set of learning
materials. (Tomlinson 1998, 2003)
PRINCIPLES IN MATERIAL EVALUATION
o Language learners succeed best if learning is a positive, relaxed
and enjoyable experience.
o Language teachers tend to teach most successfully if them enjoy
their roles and if they can gain some enjoyment themselves from the
materials they are using.
o Learning materials lose credibility for learners if they suspect the
teacher does not value them.
o Each learner is different from all the others in a class in terms of
their personality, motivation, attitude, aptitude, prior experience,
interests, needs, wants and preferred learning style.
o Materials should provide the learners with opportunities to use the
target language and to achieve communicative purpose
Pre-use evaluation
- Involves making predictions about the potential value of materials for their users.
Whilst-use evaluation
- Involves measuring the value of materials while using them or while observing them
being used.
Post-use evaluation
- Measuring the factual effects of the materials on the users.
- Ways of measuring the post – use effects of materials include:
WHILST-USE
1. Clarity of Instruction
2. Clarity of Layout
3. Comprehensibility of Texts
4 Credibility of Tasks
5. Achievability of Tasks
TECHNIQUES IN POST-USE
1. Test of what has been taught by materials
2. Tests of what students can do
3. Examinations
4. Interviews; Questionaires
Some give the impression that they could be used in any material evaluation.
STEPS
1. Brainstorm a list of Universal Criteria
2. Subdivide some of the Criteria
3. Monitor and Revise the list of universal Criteria
4. Categorize the List
5. Develop Media-Specific Criteria
6. Develop Content-Specific
7. Develop Age-Specific Criteria
8. Develop Local Criteria
9. Develop other Criteria
10. Trial the Criteria
11. Conducting Evaluation
GROUP 2
DEVELOPING PRINCIPLES AND PROCEDURES FOR MATERIALS DEVELOPMENT
> Creative Intuition in materials Development
- rely on an intuitive feel
- many focused on the creative process of writing
- says little about any principles of learning and teaching
- driven by practical considerations of what the learners are likely to do rather by any
consideration of language acquisition principles
TOMLINSON (2013)
- A rich and meaningful exposure to language use
- Affective and cognitive engagement
- Making use of those mental resources typically used in communication in the L1
- Noticing how the L2 is used
- Being given the opportunities for contextualized and purposeful communication in
theL2
- Being encouraged to interact
- Being allowed to focus on meaning
THE FRAMEWORK
1. Text Collection
2. Text Selection
3. Text Experience
4. Readiness Activities
5. Experiential Activities
6. Intake Response Activities
7. Development Activities
8. Input Response Activities
AWARENESS TASKS
- The framework is best used flexibly.
- No need to follow all the stages.
- It is better for the developers to include everything
- Apprehension before Comprehension (Kolb, 1984)
- The framework will act as guide to produce effective material teaching.
RECOMMENDED STAGES FOR A TEXT-DRIVEN APPROACH
1. Get Ready
2. Reading the Material
3. Making Notes
4. Article Writing
5. Comparing Reports
6. Language Works
7. Writing an Article
8. Follow up
STRONG VERSIONS – Puts the main focus on task performance with the teachers
WEAK VERSIONS – Includes the preparation stage.
*POPULAR APPROACH
PROBLEM SOLVING APPROACH – the task goal of the learner is to solve the problem
CLIL (Content and Language Integrated Learning)
- Students are taught subject, topic or skill on through their TL.
GROUP 3
CREATIVE APPROACHES TO MATERIALS WRITING
What is Creativity?
* NEWNESS – original, innovative, novelty, unusual, surprising
* IMMEDIACY – sudden, flash, illumination, spontaneous
* RESPECT – awe, wonder, admiration, delight
* EXPERIMENT – exploration, curiosity, preparedness, puzzle, problem-solving
* DIVINE – intuition, insight, imagination, inspiration, mysterious, unconscious
*SEEING RELATIONSHIP – connections, associations, combinations, analogies, metaphos
* UNPREDICTABLE – randomness, chance, serendipity, coincidence, chaos
* ACCEPTABILITY – recognition, relevance, significance, value
APPROACHES TO CREATIVITY
CSIKZENTMIHALY 1988, defined creativity as an interaction between individual talent, operating
in a particular domain or discipline, and judged by experts in that certain field. Which explains
why some ideas, though creative, do not emerge until the time is ripe.
For example, da VINCI designed flying machines, but the technological prerequisites for
building and flying them had to await the development of the internal combustion engine and
the discovery of petroleum in economically large quantities. He also has interesting
observations about the “flow” in creativity; the state of effortless effort in which everything
seems to come together in a flow of a seamless creative energy.
- Language use and learning are naturally creative processes. People engage in various
forms of creative language play, such as jokes, puns and riddles. Even children learn their first
language, play creatively as they explore its boundaries. Teaching materials should incorporate
these playful aspects. Literature and drama are prime examples of linguistic creativity and can
greatly enhance language learning.
DESIGNER METHOD – These designer methodologies from the 1970’s and 1980’s, such
as the Silent Way, Community Language Learning, Suggestopedia, and Total Physical Response,
all employ the “do the opposite” heuristic by challenging traditional teaching methods. They
encourage learners to take active roles, create their own learning paths, and minimize conscious
effort, ultimately influencing modern teaching approaches.
RECENT APPLICATIONS – Thornbury and Meddings advocate for “Dogme”, which relies
solely on dialogue for teaching, while Pugliese emphasizes teacher creativity in materials
development. Helgesen offers original teaching adaptations, and CLIL reverses the content-
based instruction model. Integrating arts, music, literature, and drama into language learning is
also promoted for a more holistic approach.
SOME APPLICATIONS – In language teaching, the choice of applications, inputs and texts
plays a crucial role in engaging the students and achieving broader educational objectives.
SOME APPLICATIONS
- Move beyond traditional themes like sports and hobbies to increase social and
cultural awareness.
- Expand the choice of text types, including literary texts, to expose students to
more creative language use.
4. STUDENT-GENERATED TEXTS
2. Management Strategies
3. Creative Techniques
5. Generalizable Procedures
OUTCOMES – The author emphasizes that the interaction between inputs and processes plays a
crucial role in producing outcomes, and these interactions are not easily reducible to a simple
formula. The focus is on extending the range and relevance of outcomes through creative
thinking. Traditionally, the primary concerns have been material and pedagogical outcomes,
which are the direct products of learning.
GROUP 4
PURPOSE OF PREAMBLE?
Despite the advent of the so-called Communicative Approach over recent years, and
despite the daily evidence offered by the learners that the difficulties they encounter in using
another language to encode their own meanings, learners need to realize the function of the
device (i.e. grammar) as a way of mediating between words and contexts, as a powerful
resource for the purposeful achievement of meaning.
SOME CRITERIA:
The writer of materials for the teaching and learning of grammar has a number of
considerations to take into account. These include:
> the age and level of the learners who will be using the materials;
> the extent to which any adopted methodology meets the expectations of
a) learners
b) teachers
c) the educational culture within which the learners and teachers work;
> the extent to which any contexts and co-texts which are employed to present the grammar
area(s) will be of interest to learners;
> the extent to which any language offered to the learners for them to examine the grammar
used represents realistic use of the language, and the extent to which activities for learners to
produce language containing the target grammar will result in meaningful utterances which the
learners would be likely to want to produce in their own, non-classroom discourse;
> any difficulties that learners can be expected to encounter when learning these areas of
grammar, especially with regard to any similarities or differences in form, function, and
form/function relationship, between the target language and their mother tongue.
- Where learners are presented with scripted exchanges lacking in normal conversational
ellipsis, such as simple question-response pairs without context or follow-up.
REPORTED SPEECH (Willis 1990) – it is necessary to treat this as an area of language with its
own separate existence and set of rules.
a. the ability to select a verb which reflects how the ‘reporter’ views the original speech
act.
b. knowledge of the implications of the verb selection for the following structure
d. when the verb selected for reporting is followed by a ‘that… verb phrase, the ability to
select an appropriate tense form for the verb in the ‘that’ clause.
WHAT IS GRAMMAR?
- David Crystal – Grammar is the business of taking a language to pieces to see how it
works.
> The growth of technology-based ELT is seen and surge in materials that are now online.
Without any hesitation, further technological developments are on their way.
GROUP 5
VOCABULARY LEARNING
> Deliberate learning can only account for a small proportion of vocabulary knowledge of
learners.
> Deliberate learning not in communicative context does not result in much learning.
> Deliberate learning not in a communicative context does not help later vocabulary use in
communicative contexts.
> Deliberate study of vocabulary can account for a large proportion of vocabulary learning.
> First, a planned approach to vocabulary development will be much more effective than
dealing with vocabulary in ad hoc or opportunistic ways.
> Second, there are learning conditions that enhance the learning of vocabulary and a major
goal of materials development should be to design materials that are likely to create these
conditions.
> Third, these conditions need to occur in activities that go across the four roughly equal strands
of learning from meaning focused input, learning from meaning focused output, deliberate
language focused learning and fluency development.
-Studies of the statistical distribution of vocabulary confirm what designers of graded readers
have put into practice for many years. Namely, there is a relatively small group of words (around
3,000) that are much more frequent and is useful in a very wide range of language uses than
other words in the language.
VARIOUS LISTS OF THESE WORDS ARE AVAILABLE AND MATERIALS DEVELOPERS NEED TO
BE FAMILIAR WITH THEM.
Compounds, abbreviations)
PLANNING VOCABULARY
- Learners who have control of the high frequency words and who are studying for
academic purposes next need to quickly become familiar with general academic vocabulary.
- High frequency words, mid-frequency words and proper nouns make up over 98
percent of the running words in most texts.
CONDITIONS OF LEARNING
> High frequency words give a much greater return in opportunities for use than low
frequency words do. However, mid-frequency and low frequency words tend to carry a lot of
the meaning of the text and so learners must eventually learn them (Nation, 2006)
> Barcroft’s (2006) research shower s, we learn what we focus on, and typographical
enhancements tend to bring about small improvements in knowledge of word form. The further
one moves from noticing retrieval, to varied use, and to elaboration, the better learning is likely
to be (Laufer and Hulstijn, 2001).
> In materials design, retrieval is encouraged through meaning focused use of the four
skills of listening, speaking, reading and writing, through allowing learners time to retrieve, and
through activities like retelling, role play or problem solving where input (often in a written
form) is the basis of the production of the output (Joe, Nation and Newton, 1996).
> The keyword technique (Pressley, 1977) involves finding an L1 word (the keyword) that
sounds like the beginning or all of the L2 word and then making an interactive image that
combines the meanings of the L1 keyword with the meaning of the L2 word that is being
learned.
> Good vocabulary materials design involves designing activities where the conditions
for learning just described above have the best chance of occurring with vocabulary at the
appropriate level for the learner.
- There is a wide range of vocabulary learning activities which covers the various aspects
of what is involved in knowing a word.
- Group work
- Input is the time and effort you put into learning the language.
> GLOSSARY / GLOSSES – short definitions that we usually see when reading.
> An output is the return on the time you invested in to the language learning---
the results.
FLUENCY DEVELOPMENT
What is Fluency?
> According to Nation (2014), fluency can be described as the ability to process language
receptively and productively at a reasonable speed.
> Thornbury (2017) concurs that “Fluency in fact applies across all four skills, especially if
defined as a capacity to process language in real time, where ‘process’ means both to produce
and to understand.” Herder negotiated definitions of fluency for each of the four skills (listening,
speaking, reading and writing) with his students.
SPEAKING – thinking and speaking at the same time in a relatively natural speed with
not so many errors, so that meaning is understood by the listener.
WRITING – thinking and writing at the same time in a relatively natural speed, with a
focus on expressing meaning with a relatively average number of revisions.
INPUT
> Fluency development activities have the goal of making language items like vocabulary
readily available for fluent use.
> It requires meaning focused language use and thus needs to be done without any
particular focus on language features. Fluency development requires different learning
conditions from learning from meaning focused input and output, and language focused
leaning.
> Motivation and beliefs about language learning invariably shape student attitudes and
behaviors, which in turn affect outcomes.
> Finch (2014) emphasizes the importance of considering attitude change, “particularly when
the approach is not aligned with the learners’ experience” (Cotteral & Finch, 1995)
1. Teachers should ensure learners understand the importance and nature of fluency
development, and know when they are doing fluency activities;
2. Learners should be given to reflect on fluency development activities and their value;
4. Teachers can monitor and counsel learners who are not making progress in fluency
development activities; and
FOUR KEY CHARACTERISTICS FOR EXAMINING THE MOST USEFUL FLUENCY ACTIVITIES
(NATION, 2014)
2. All of what the learners are listening to, reading, speaking or writing is largely familiar
to them.
3. There is support and encouragement for the learner to perform at a higher than
normal level.
1. The well-beaten path approach. This involves gaining repeated practice on the same
material so that it can be performed fluently.
2. The richness approach. This involves using the known word in a wide variety of
contexts and situations.
3. The well-ordered system approach. This involves the aim and result of the previous
two approaches.
GROUP 6
READING SKILLS – are abilities that pertain to a person’s capability to read. Comprehend,
interpret and decode written language and text.
- Research shows that reading a slow and laborious decoding process, which often
results in poor comprehension and low self-esteem.
3. prior knowledge and L1 skill are good at monitoring the comprehension process
Pang (2008) investigates the studies on L2 fluent and less fluent reader characteristics in
focusing on 3 dimensions:
2. cognitive ability
2. Accuracy
3. Reading rate
4. prosodic structuring
a. to check comprehension
b. to facilitate comprehension
SKILL LEARNING: learner acquire the sensor, motor and cognitive abilities necessary for
using a language in an accurate, fluent and appropriate manner.
A. A view that in order to read effectively, readers need a range of skills and strategies.
C. A view that guided practice will help learners learn necessary skills and strategy.
SUCCESSFUL READER:
A. Who is aware of the kinds of text and text and kind of suitable strategies
B. Who is able to monitor and control his own strategy use according to a particular purpose of
reading.
READING is complex operation which could involve many potential skills/strategies. Each
skill or strategy may involve several sub-skills and sub-strategies.
READERS COGNITIVE RESOURCES: knowledge of the reading process; use of varieties of reading
strategies.
Most procedural skills are learned subconsciously just as most cognitive skills are.
SCHEMATA – can be seen organized background knowledge, which leads us to expect or predict
aspects in our interpretation of discourse.
- asking learners to discuss in pair or in groups, their personal experience related to the
theme or the topic of the lesson.
PRINCIPLE 1
PRINCIPLE 2
PRINCIPLE 3
PRINCIPLE 4
- Materials should help learners experience the text first before they draw their
attention to its language.
GROUP 7
1. Model
2. Reference
3. Language Scaffolding
4. Stimulus
1. MODEL – Present good examples of the target genre and illustrate is distinctive features.
(Lexical, grammatical and rhetorical)
2. LANGUAGE SCAFFOLDING
ASK:
- What text will they need to write in their social, academic and workplace contexts?
1. EMAILS
2. REPORTS
3. NARRATIVE
4. PERSUASIVES
“Teaching writing is primarily a local and complex endeavor which defies being packaged
into single textbook.”
- Textbook Local relevance (i.e., suitability to the needs of the students, teachers,
curricula
1. Adding
2. Deleting
3. Modifying
4. Simplifying
5. Reordering
1. ADDING – Supplementing what the textbook offers with extra readings, task or
exercise.
THE INTERNET
1. Offer access to massive supply of authentic print, image and video materials.
7. Provides students with access to dictionaries, corpora and reference aids as they write.
8. Enables teachers to manage learning websites and to collect activities and readings together
with blog, assignments, etc and to track and analyze.
GROUP 8
1. RESTRICTED PHASE - it is the learner interaction with the computer, largely through
the keyboard, with predetermined feedback on right and wrong answers.
2. OPEN PHASE – involves greater interaction with peers and using the computer on
simulations, game-play and extended writing.
Some commentators state that cultural competencies and social skills are needed to be
fully involved in the digital participatory culture.
- Simulation - Networking
- Appropriation - Negotiation
- Multitasking
A recent national survey in one European country (CARDET, 2009 in Vrasidas, 2010)
reported the following key reasons (in order of prevalence) why teachers don’t adopt
technology:
- Time constraints
- Availability of infrastructure
Some examples of things which embrace and exploit the digital delivery mode are:
- Materials which are based on the idea of an infinite canvas. (example: Prezi
presentation tool)
- Materials which capitalize on scrolling page. (example: ELT comic Grammarman’s ‘Hole’
episode)
- Tools which introduce new forms working with text. (example: Swype keyboard)
- Materials and tools which are designed for interaction via touchscreen (e.g. an
interactive whiteboard, a smartphone, or a tablet device), or via another form of interaction
which does not involve a keyboard, mouse or digital pen (e.g. gesture-based computing)
- Materials which are based on the ability for hyperlinking across content or application,
with the users creating their own pathways through the material. (ex: interactive textbooks and
content curator tools)
- Materials which exploit the potential for layering of content within a single area. (ex:
blogs, glogs, websites, and apps)
- Materials and tools which allow the user to incorporate voice, video, audio, image, and
text within the process or product of interaction.
- Materials and tools which harness the potential for instantaneity of feedback. (ex:
automated assessment of productive skills, synchronous communication, social networking
updates, student response devices.)
- Materials and tools which are based personalized data collection and use. (ex: those
which remember previous interactions (the dictionary www.lingro.com) or take learner
analytics or user-profiling as a starting point from which to supply personalized content.)
- Materials and tools which allow the user choice over type and time of content. (ex: the
use of QR codes in print materials to introduce other media, using for example,
www.visualead.com)
THREE KEY PRINCIPLES that are outlined by Twiner et al. (2010) in relation to effective
use of interactive whiteboards:
1. MULTIMODALITY – the facility afforded by the “new media” for the easy production
and use of a multiplicity of modes of representation – sound, image, writing, moving image,
speech – in the message entities that populate the screen.
> The debate around the efficacy of digital educational content creation.
> Debate surrounding the use of personal social networks for learning.
> Example of recent tools for content creation (e.g., ThingLink, Lingolex, Weebly,
Snappii).
> Mural.ly – Areas which are often heralded as a focus point for such development are in
the use of individuality created, community shared writing environments such as blogs; through
collaborative writing environments.
> Tagul – A word-cloud generator which allows learners to create word pictures and
groupings organized by frequency, or to design calligrams
> Piclits – Site which invite poetical composition from chosen words relating to emotive
pictures
> Goanimate – Digital animation websites allows students to create digital animations
based on choosing scenes and characters to which they add text or voice content.
> Tom Loves Angela – The students’ character initiates conversation, and a second
character responds to develop the conversation.
> Voicethread – Allow students or teachers to upload content in the form of text, video
image or presentation and add a voice commentary.
> Popplet – Other areas of interest for creation of student-generated digital material are
brainstorming, mind-mapping and collaborative decision making tools.
- Provide a version of their textbooks that caters not just a single interface but also a 1:1
ratio materials to students.
- Provide interaction that goes beyond simply embedding audio and video content.
- Take into account directed feedback and directive feedback to learners while not
necessitating tutor’s involvement.
- Compete with the depth of language manipulation provided by many other apps, but
still deliver content on a huge scale across content domains, levels and contexts.
- Allow a degree of personalization that lets learners create their own interaction with
the materials while simultaneously tracking the learning progress.
- Embrace the technology which allows the creation of adaptive pathways in learning
material based on learner’s strengths and weaknesses.
- Still keep in mind that even in the most advanced web-based language testing systems,
the assessment is still based on the learner’s acquired knowledge.
> Increased availability to teachers and smaller-scale publishers of software which allows
valid and reliable automated processing of student-produced speech and text.
2. The concern that digital media is having a profound and potentially irreversible effect
on learning and attitudes to it.
he writer of materials for the teaching and learning of grammar has a number of