Methods - Recent Trends

0.0(0)
studied byStudied by 0 people
learnLearn
examPractice Test
spaced repetitionSpaced Repetition
heart puzzleMatch
flashcardsFlashcards
Card Sorting

1/28

encourage image

There's no tags or description

Looks like no tags are added yet.

Study Analytics
Name
Mastery
Learn
Test
Matching
Spaced

No study sessions yet.

29 Terms

1
New cards

Blended Learning

Created by Sir Isaac Pitman, Garrison, and Kanuka

2
New cards

Blended Learning

described as combining traditional teaching methods with online learning and computer-based tools.

3
New cards

Blended Learning

lies in its ability to integrate the strengths of both traditional face-to-face teaching and online learning

4
New cards

Blended Learning

Improved Learning Outcomes, Flexibility and Accessibility, Enhanced Engagement (Goals)

5
New cards

Blended Learning

Active Learning, Self-paced Learning, Collaborative Learning (Learning Assumptions)

6
New cards

Blended Learning

Technological Barriers, Increased Dependency on Technology, Limited Social Interaction (Weaknesses)

7
New cards

Multimodal Learning

Created by Gunther Kress

8
New cards

Multimodal Learning

is a way of teaching that uses different methods—like seeing, hearing, and doing—to help students learn better.

9
New cards
  • Speech

  • Audio

  • Written and print

  • Illustrations

Modes (Multimodal Learning) (4)

10
New cards

Multimodal Learning

Enhanced Learning Comprehension, Cater to Diverse Learning Styles (Goals)

11
New cards

Multimodal Learning

Engaging multiple senses enhances learning, students learn differently (Learning Assumptions)

12
New cards

Multimodal Learning

Can be overwhelming, Requires more planning and resources (Weaknesses)

13
New cards

Gamification

is the use of game elements and game-making technologies in a non-game context

14
New cards

Gamification

make tasks or activities more enjoyable and engaging (Goal)

15
New cards

Gamification

Visual learners, Reluctant students, Competitive learners (Type of Student)

16
New cards

Gamification

Learners are more likely to retain information when motivated by intrinsic and extrinsic factors (Learning Assumptions)

17
New cards

Gamification

Overemphasis on competition, accessibility and equality concerns (Weaknesses)

18
New cards

Corpus-Based Language Teaching (CBLT)

Created by John McHardy Sinclair

19
New cards

Corpus-Based Language Teaching (CBLT)

is a teacher-centered approach that is based on actual usage of authentic occurrences of language as it is uttered or written that speakers are using in several contexts.

20
New cards

Corpus-Based Language Teaching (CBLT)

Language awareness, personalize learning (Goals)

21
New cards

Corpus-Based Language Teaching (CBLT)

ESL/EFL Learners, Linguistic researchers (Type of Students)

22
New cards

Corpus-Based Language Teaching (CBLT)

Learners are capable to develop and enhance their digital literacy skills (Learning assumptions)

23
New cards

Translanguaging

Created by Cen Williams

24
New cards

Translanguaging

pedagogical practices where students hear or read a lesson, a passage in a book, or a section of text in one language and develop their work in another language.

25
New cards

Translanguaging

Enhancing classroom interaction, Clarifying instructions and expectations (Goals)

26
New cards

Translanguaging

Monolingual Students, Bilingual Students (Types of Students)

27
New cards

Translanguaging

Students learn better when they use all their languages (Learning Assumptions)

28
New cards

Translanguaging

Lack of Teacher Training, Limited Teaching and Learning Materials (Weaknesses)

29
New cards

Mobile-Assisted Language Learning (MALL)

deals with the use of mobile technology in language learning.