In this entry
you will learn the different resources we have in order to teach English as a
Foreign Language.
Presentations and platforms.
Easel.ly is a simple web tool that empowers anyone to create and share powerful visuals (infographics, posters)... no design experience needed!
Beautiful.ai
Beautiful.ai is the best AI-powered presentation software for teams. Stay on brand, level up and automate presentation design, and collaborate.
Te damos la bienvenida a Prezi, el software de presentación que utiliza el movimiento, el zoom y las relaciones espaciales para dar vida a tus ideas y ..
https://prezi.com/
Gamification
"...gamification is the action of incorporating entertainment aspects and concepts into a formal setting in order to engage people and improve their recall of certain knowledge. Gamification in education is a tactic that brings students into contact with entertainment design elements into the classroom to encourage and captivate them, while also facilitating teacher–student interaction and the development of academic, cognitive, and social skills and competencies (Manzano-León, Camacho-Lazarraga, Guerrero, Guerrero-Puerta, Aguilar-Parra, Trigueros et al., 2021). Gamification incorporates a variety of educational aspects, such as game ideas and frameworks (Attali & Arieli-Attali, 2015). This system is founded on the premise that pupils learn and retain information more effectively when they are having fun during the growth process (Molina Álvarez, Ortiz Colón & Agreda Montoro, 2017)."
Taken from:Laura-De La Cruz, K.M., Noa-Copaja, S.J., Turpo-Gebera, O., Montesinos-Valencia, C.C. Bazán-Velasquez, S.M., & Pérez-Postigo, G.S. (2023). Use of gamification in English learning in higher education: A systematic review. Journal of Technology and Science Education, 13(2), 480-497. https://doi.org/10.3926/jotse.1740
Numerous digital learning environments (WordBricks, Duolingo, Kahoot, EchoLu, Jeopardy, Clickers, virtual platforms, and gamified online quizzes) have been utilized to gamify English language instruction, demonstrating that acquiring a new language may be simply gamified using simple digital tools.
Taken from : Laura-De La Cruz, K., Noa-Copaja, S., Turpo-Gebera, O., Montesinos-Valencia, C., Bazán-Velasquez, S., & Pérez-Postigo, G. (2023). Use of gamification in English learning in Higher Education: A systematic review. Journal of Technology and Science Education, 13(2), 480-497. doi:http://dx.doi.org/10.3926/jotse.1740
Taken from : Laura-De La Cruz, K., Noa-Copaja, S., Turpo-Gebera, O., Montesinos-Valencia, C., Bazán-Velasquez, S., & Pérez-Postigo, G. (2023). Use of gamification in English learning in Higher Education: A systematic review. Journal of Technology and Science Education, 13(2), 480-497. doi:http://dx.doi.org/10.3926/jotse.1740
Kahoot
Kahoot! is the all-in-one engagement, teaching, assessment, and review tool loved by millions of teachers, students and admins around the world
kahoot.com
https://www.baamboozle.com/games
-https://www.cambridgeenglish.org/teaching-english/resources-for-teachers/kahoot/
ESL Games
https://www.eslgamesplus.com/games-by-topic/ explore the huge amount of games it has.
Sesame Street: https://www.pbslearningmedia.org/collection/sesame-street-games/
Jeopardy
Padlet
https://es.padlet.com/
Mentimeter
https://www.mentimeter.com/es-ES
Mantén a tus estudiantes participando mientras evalúas su conocimiento e impulsas debates. Crea un ambiente más inclusivo para tus estudiantes con Mentimeter.
Resources to develop listening
https://oxfordtefl.com/blog/10-tools-for-developing-students-listening-skills/#aioseo-lyricstraining
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