Sunday, November 18, 2012

Second Life


     Second Life (SL) is a three dimension virtual world imagined and created by its users. In SL, learners communicate through text messages, audio conversations, and their avatar’s non-verbal gestures (e.g., waving, thumbs-up). An avatar is a SL user’s 3D graphic representation through which the SL user interacts with other people in SL (Calongne, 2008) . SL also offers capabilities to record events taking place within SL. This allows language learners to review and reflect on their personal performance and interactions with others by watching their own recorded video clips in SL. 

    At the beginning it may seem a little bit bewildering and odd for students. When I started to use  “ Second Life ” and created avatar I was also confused as I didn’t know where to go and  how to use it. But then after discussion in the classroom and some practice I got used to it and started to enjoy being in this virtual world. It is very essential to provide students with proper instructions concerning the usage of “ Second Life ” to get them engaged in it easily and quickly.  As I already mentioned  " Second life"  gives a chance not only to chat, but also to have a conversation with other users. So students can interact with native speakers and also develop their speaking and listening skills as well. 
    It is a useful tool that teachers can apply and make it proper for their lesson. It will work perfectly if they connect it with their topic for students " to digest " the knowledge better and to get pleasure from the process of learning. For example if their topic is shopping they can be given homework to go and do shopping with their classmates. They will communicate, it will support them  to reinforce the new vocabulary and to have some fun with their friends. Then they will get feedback from their teacher for further improvements. 
     Teaching language with the aid of " Second Life" is very popular in some countries, but not in Armenia. I think this technological tool won't be applicable in my country today. The reason is that many schools as well as families especially in rural areas are not provided with computers. But it would be great to find some ways to include "Second Life" and other digital technologies in Armenia, since for stimulating and having  today's  learners  engaged into the lesson, teachers need to involve them  in the teaching process. 
    Thus it is evident from this reflection and from the previous ones connected with digital technologies  that they not only help students to acquire Second Language with interest and ease but they also make them digitally literate which is very essential nowadays.





















Saturday, November 10, 2012

Video Games for EFL students



       This time I am going to talk about video games and how they can be used in a foreign language acquisition. EFL students can benefit greatly from the use of games, particularly as they acquire mastery over a new language. Using video games in the classroom can be a wonderful way to motivate students. Nowadays it is very difficult to find a child who doesn't enjoy computer games. Despite the fact that adults take games as isolating and disruptive, youths find them exhilarating, fun. Besides they can play with their friends and find out who is the winner. 
   " If you can  hold the attention of children, you can educate them.” (Prensky, 2001).  This means that teachers should do their best to keep up with the new technologies, since for grasping today's childlren's concentration and requirements, they need to include digital technologies and be aware of the innovations constantly. Today's child's mind is shaped in such a way that old traditions are not appropriate for their needs and interests and their approach towards the learning is different. But  there are some teachers who believe that the use of the technology has a negative impact on  students,  especially video games ( Guerrero, 2011). I disagree as students become more creative, dynamic and attentive due to video games. But there is a danger as well, since students can find many other violent things that are not appropriate for their age. However if they are playing at home parents  can check whether the environment is safe for their children or not. Moreover they can put limits on the quantity of time children can play these games. 

    Video games also should be chosen according to student's level of proficiency and interests. I think it would be better to include various types of games as each of them develops different skills. Video games shouldn't be too easy, as simple games don't give them a chance to fight. It is very uncomplicated for them and they get tired of them quickly. 
    Thus nowadays critical thinking, creativity and the skill to assess and manage information have become very essential and it's obvious which kind of student we should create within our classrooms.Video games are one of those tools that should be applied for acquiring a foreign language.




   









image 1: http://www.google.com/imgres?q=video+games&hl=ru&sa=X&biw=1600&bih=749&tbm=isch&prmd=imvnslb&tbnid=gkI6CBmkqxML_M:&imgrefurl=http://www.howtocopewithpain.org/blog/246/video-games-reduce-pain/&docid=t5DzZ_Gs6mxeNM&imgurl=http://www.gifted.uconn.edu/nviews/images/play5.gif&w=599&h

image 2: http://www.google.com/imgres?q=video+games&hl=ru&sa=X&biw=1600&bih=749&tbm=isch&prmd=imvnslb&tbnid=hK0-ierlN6JmYM:&imgrefurl=http://www.zaranyzerak.com/videos/mmc/mmcvidgames.html&docid=s453nQZImlpZAM&imgurl=http://www.zaranyzerak.com/videos/mmc/Video_Games_Title.jpg&w=640&h=480&