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Mindmap

Reading Games and technology for young learners

Diego Andres Avila Avila Englisch

Reading Games and technology for young learners

Inhalt der Mindmap

Reading Games and technology for young learners

  1. Mobile learning for young english learners

    • Means
      • Use of digital devices
        • When?
          • Anytime
        • How?
          • Learning process with access to wireless connectivity and phone network
    • Historial perspective
      • 60s-70s - first phone mobile,dynabook,hand-held electronic book (High cost)
      • 2005- access to computers and the internet in small devices.
      • 2007-2008 Android operating system
      • 2010- iPad, iPhones
    • mLearning can be interesting and call the attention of children, it can develop the letters, pronunciation, writing and reading skills in a foreign language.
      • Positive T hings
        • the interaction , the facility and a lot of content, but there are some specific points to talk about. Young learners learn to skillfully manage computers, so they can be distracted easily using those devices for things unrelated with the class.
      • Critical issues
        • -Something the software it is not the appropriate for the activity, or the app can not be compatible with the device
        • The connectivity and the cost of that interaction
    • Current research
      • Low cost device to learn anywhere and anytime
      • wireless connectivity to access to the information
      • Apps access and multifuncional sensors
      • Educational advantages of technological tools like motivation, activation, individualization, responsibility and interactivity.
      • Illustrated learning across different educational context
      • 3 main research domains
        • Technology
        • Educational technology
        • Pedagogy
      • Vocabulary has been increasing with the mLearning, using iPads and smart devices
    • How to make it work
      • Define the learning objective.
      • Be aware of the technology available.
      • Skills needed.
      • If the app has extra fees.
      • Motivation.
      • Success of learning.
      • Equality of opportunity to access technology.
      • Resources (connectivity, devices keeping up to date)
    • Mlearning works better having in mind:
      • Available platforms to their needs.
      • Resources to provide.
      • Aware of information provided by students. (try to use apps without registration)
      • Intended use of the platform.
      • Up to date of platforms.
    • Tools for expressing and creating:
      • Visual stories: Storybird -VoiceThread
      • Graphics and diagrams: Flowcharts - Mind maps - Concept maps
      • Virtual books: Creating and combining images and texts.
    • Publishing and sharing
      • Photos - Albums - Wiki or Blog
      • Audio - Podcasts - Soundcloud
      • Multimedia presentations - Host content - Nearpod
      • Videos and Television - Streaming - Youtube (supervised by the teacher)
    • Searching and accessing to information
      • Google Kids
      • Maps
    • Tools for Sharing and thinking
      • Storage - Store information online..
      • Virtual Learning Environments - Virtual room
      • Online office - Prezentit
      • Social bookmarks - Database of hyperlinks.
      • Calendars - Notification about events.
      • Microblogging - Short messaging service
      • Wikis - Create, modify and/or delete information
      • Blogs - Information organized chronologically (Blogger, blogspot).
  2. Gaming and young learners

    • Use of language
      • Communication
    • Definition of game
      • Serious and commercial games
      • Classified by genre, player configuration, type and forth.
      • A play with goals and rules.
    • Weakness
      • Effectiveness
        • Kindergarten
          • Certain minimum number of encounters games
        • Environments 5-6th grade
          • Different attitude
          • Listening, reading, writing
      • How
        • To design
          • Measured by frequencies of game playing
          • Attractive - motivational
          • Learning elements
      • Implementation
        • Combine
          • With intructions
        • Autonomous learning
        • Learning environment
    • Opportunities
      • Better understanding of how to learn through it
      • Assessment
      • Unpacking elements
    • Role of games
      • Cognitive development
      • Problem solving activities
      • Motivating instructional environments
    • Take in mind to look for
      • It is digital game-based learning and check your educational purposes
      • Cognitive, social, emotional and physical skills.
      • Dimensions by Garris
        • Fantasy
        • Rules/Goals
        • Sensory
        • Stimuli
        • Challenge
        • Mystery
        • Control
      • Game-enhances environ,ments
      • Zone of proximal development
      • Learning and motivation

Bilder und Dateien der Mindmap

  • Reading Games and technology for young learners

Informationen

Beschreibung
Mindmap am Reading Games and technology for young learners, erstellt von Diego Andres Avila Avila am 06/03/2021.
Erstellt von
Diego Andres Avila Avila · Mär 2021
Aktualisiert
6 Mär 2021
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