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Creativity is a quality which manifests itself in many
different ways, and this is one of the reasons it has proved
so difficult to define. As Amabile (1996) points out, ‘a clear
and sufficiently detailed articulation of the creative process is
not yet possible.’ Yet we readily recognise creativity when we
meet it, even if we cannot define it precisely. For all practical
purposes this is enough, and we do not need to spend too
much time agonising over a definition.
There are of course some features which are almost
always present in a creative act. The core idea of ‘making
something new’ is at the heart of creativity. But novelty is not
alone sufficient for something to be recognised as creative.
We could, for example, wear a clown’s red nose to class. This
would certainly be doing something new and unusual but it
would only count as creative if we then did something with it,
like creating a new persona. It is also necessary for creative
acts to be recognised and accepted within the domain in
which they occur. They need to be relevant and practicable
– not just novel. Sometimes creative ideas are ahead of their
time and have to wait for technology to catch up. Leonardo da
Vinci designed an aeroplane in the 15th century, but before
aeroplanes could become a reality, materials and fuels had
to be available.
[…]
[…] Boden (1990) takes an AI (artificial intelligence)
approach to investigating creativity. She asks what a computer
would need to do to replicate human thought processes. This
leads to a consideration of the self-organising properties of
complex, generative systems through processes such as
parallel distributed processing. For her, creativity arises from
the systematic exploration of a conceptual space or domain
(mathematical, musical or linguistic). She draws attention to
the importance of constraints in this process. ‘Far from being
the antithesis of creativity, constraints on thinking are what
make it possible’ (p. 82). Chaos theory (Gleick, 1987) tends
to support her ideas. Boden’s approach is richly suggestive
for language acquisition, materials writing and for teaching, in
that all are rooted in complex, self-organising systems.
(Alan Maley, Nik Peachey. Creativity in the English language classroom.)
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There is no single way of teaching English, no single
way of learning it, no single motive for doing so, no single
syllabus or textbook, no single way of assessing proficiency
and, indeed, no single variety of English which provides the
target of learning. It is tempting, but unhelpful, to say there
are as many combinations of these as there are learners and
teachers. The proliferation of acronyms in English Language
Teaching reflects this diversity of models.
By a ‘model’ I do not mean a particular variety of English –
such as US or British – though selection of a particular variety
may play a role.
By a ‘model’ of English I mean a complex
framework, which includes issues of methodology and variety,
but goes beyond these to include other dimensions of the
context and practice of learning English.
It is becoming clear that these issues are not easily
separable. The appropriateness of content clearly depends
on such things as the age of the learner and whether
English is to be used primarily as a language of international
communication or for survival communication with native
speakers, perhaps whilst on holiday in the UK or some other
English-speaking country. This is why I have identified broad
models which can be thought of as configurations of the
factors listed in the box.
There are many stakeholders involved in the teaching and
learning process, each of whom may have a different view.
Learners, their families, teachers, governments, employers,
textbook publishers, examination providers – all now possess
an interest in the English language business.
(David Graddol. English Next. Adaptado)
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There is no single way of teaching English, no single
way of learning it, no single motive for doing so, no single
syllabus or textbook, no single way of assessing proficiency
and, indeed, no single variety of English which provides the
target of learning. It is tempting, but unhelpful, to say there
are as many combinations of these as there are learners and
teachers. The proliferation of acronyms in English Language
Teaching reflects this diversity of models.
By a ‘model’ I do not mean a particular variety of English –
such as US or British – though selection of a particular variety
may play a role.
By a ‘model’ of English I mean a complex
framework, which includes issues of methodology and variety,
but goes beyond these to include other dimensions of the
context and practice of learning English.
It is becoming clear that these issues are not easily
separable. The appropriateness of content clearly depends
on such things as the age of the learner and whether
English is to be used primarily as a language of international
communication or for survival communication with native
speakers, perhaps whilst on holiday in the UK or some other
English-speaking country. This is why I have identified broad
models which can be thought of as configurations of the
factors listed in the box.
There are many stakeholders involved in the teaching and
learning process, each of whom may have a different view.
Learners, their families, teachers, governments, employers,
textbook publishers, examination providers – all now possess
an interest in the English language business.
(David Graddol. English Next. Adaptado)
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Shifting paradigms in language teaching
Foreign language teaching has long relied on written
texts as a source of language input. Until relatively recently,
however, the sentence has been the privileged unit of
meaning and analysis. The grammar-translation method
of the nineteenth and twentieth centuries, for example,
illustrated grammatical principles via exemplary sentences.
The pedagogical goal was to recode sentences written in
the foreign language into one’s mother tongue, with heavy
emphasis placed on accuracy and completeness. During the
audiolingual era, from the 1940s to the 1960s, the emphasis
shifted to spoken language and dialogues were used as
language models, but the individual sentence remained the
focus of repetition and drills. Again, formal accuracy remained
paramount. In the 1960s, with the advent of ‘cognitive-code
learning’ theory (following Chomsky’s rejection of behavioristic
models of language learning in the late 1950s), teachers’ goals
gradually shifted from instilling accurate language habits, to
fostering learners’ mental construction of a second language
system. Rule learning was reintroduced, but still only at the
level of the individual sentence. Indeed, even today, many
introductory level foreign language courses are organized
around a planned sequence of grammatical structures that
are exemplified in sample sentences for intensive practice.
(Richard Kern. Literacy and language teaching)
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The learning principles that good games incorporate
are by no means unknown to researchers in the learning
sciences. In fact current research on learning supports the
sorts of learning principles that good games use, though
these principles are often exemplified in games in particularly
striking ways (for a survey and citations of the literature, see
Gee 2003). However, many of these principles are much
better reflected in good games than they are in today’s
schools, where we also ask young people to learn complex
and challenging things. With the current return in our schools
to skill-and-drill and curricula driven by standardized tests,
good learning principles have, more and more, been left on
the cognitive scientist’s laboratory bench and, I will argue,
inside good computer and video games.
Game design involves modeling human interactions
with and within complex virtual worlds, including learning
processes as part and parcel of these interactions. This is,
in fact, not unlike design research in educational psychology
where researchers model new forms of interaction connected
to learning in classrooms (complex worlds, indeed), study
such interactions to better understand how and why they lead
to deep learning, and then ultimately disseminate them across
a great many classrooms (see, for example, the chapters in
Kelly 2003).
(James Paulo Gee. Situated Language and Learning:
a critique of traditional schooling)
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The learning principles that good games incorporate
are by no means unknown to researchers in the learning
sciences. In fact current research on learning supports the
sorts of learning principles that good games use, though
these principles are often exemplified in games in particularly
striking ways (for a survey and citations of the literature, see
Gee 2003). However, many of these principles are much
better reflected in good games than they are in today’s
schools, where we also ask young people to learn complex
and challenging things. With the current return in our schools
to skill-and-drill and curricula driven by standardized tests,
good learning principles have, more and more, been left on
the cognitive scientist’s laboratory bench and, I will argue,
inside good computer and video games.
Game design involves modeling human interactions
with and within complex virtual worlds, including learning
processes as part and parcel of these interactions. This is,
in fact, not unlike design research in educational psychology
where researchers model new forms of interaction connected
to learning in classrooms (complex worlds, indeed), study
such interactions to better understand how and why they lead
to deep learning, and then ultimately disseminate them across
a great many classrooms (see, for example, the chapters in
Kelly 2003).
(James Paulo Gee. Situated Language and Learning:
a critique of traditional schooling)
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Language monitor
A new topic area will quickly generate the need to acquire
new language in the form of vocabulary, structures, and
pronunciation. It is a good idea to have ready a way of coping
with this demand.
If students can feel that they have the time and opportunity
to master the use of language that either you or they have
identified as being necessary for a certain stage in a project,
this will go a long way to increasing their confidence and
language competence.
One way to do this is to produce a language monitor
which focuses on vocabulary and structures that have been
identified as being useful.
This allows other students to read it and absorb the word
or phrase, the meaning, pronunciation, associated words or
collocations, and how to use it in a sentence. They can also
add their own cards. The vocabulary monitor remains on the
noticeboard throughout the project, constantly available for
reinforcement and consolidation. It can also be used as a
source of vocabulary games.
In addition to this or as an alternative, if you have
suitable computer facilities available, electronic lists could be
created. Students can add to the lists in the same way as the
noticeboard. The updated list can be printed out at regular
intervals and put on the noticeboard and handouts given to
the students.
(Diana L. Fried-Booth. Project Work. Adaptado)
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Language monitor
A new topic area will quickly generate the need to acquire
new language in the form of vocabulary, structures, and
pronunciation. It is a good idea to have ready a way of coping
with this demand.
If students can feel that they have the time and opportunity
to master the use of language that either you or they have
identified as being necessary for a certain stage in a project,
this will go a long way to increasing their confidence and
language competence.
One way to do this is to produce a language monitor
which focuses on vocabulary and structures that have been
identified as being useful.
This allows other students to read it and absorb the word
or phrase, the meaning, pronunciation, associated words or
collocations, and how to use it in a sentence. They can also
add their own cards. The vocabulary monitor remains on the
noticeboard throughout the project, constantly available for
reinforcement and consolidation. It can also be used as a
source of vocabulary games.
In addition to this or as an alternative, if you have
suitable computer facilities available, electronic lists could be
created. Students can add to the lists in the same way as the
noticeboard. The updated list can be printed out at regular
intervals and put on the noticeboard and handouts given to
the students.
(Diana L. Fried-Booth. Project Work. Adaptado)
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[…] The action research cycle results show that task
design should follow a certain sequence: First, tasks should
focus on gaining an understanding of the e-literacy skills
required when working with tools such as forums, wikis, and
social bookmarking sites for language learning and teaching
purposes. Ideally, this understanding should enable teachers
to provide a rationale for using bespoke tools. Next, tasks
should raise their awareness of a tool’s specific affordances,
i.e. the constraints and possibilities of the modes available
for meaning making and communication (Hampel & Hauck,
2006). This will allow the teachers to move to the next level
of Hampel and Stickler’s (2005) skills pyramid by fostering
their multimodal communicative competence and thus
their professional literacy (Willis, 2001). These steps are
a prerequisite for the subsequent phase in which teachers
themselves design tasks with the goal of fostering, in turn,
their learners’ multimodal competence and autonomy since
merely equipping learners with creative and democratic
representational online resources will not necessarily result
in higher student control over the learning process or the
development of autonomy (Hampel & Hauck, 2006).
(Carolin Fuchs, Andreas Müller-Hartmann, Mirjam Hauck.
Promoting learner autonomy through multiliteracy
skills development in cross-institutional exchanges. Adaptado)
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[…] The action research cycle results show that task
design should follow a certain sequence: First, tasks should
focus on gaining an understanding of the e-literacy skills
required when working with tools such as forums, wikis, and
social bookmarking sites for language learning and teaching
purposes. Ideally, this understanding should enable teachers
to provide a rationale for using bespoke tools. Next, tasks
should raise their awareness of a tool’s specific affordances,
i.e. the constraints and possibilities of the modes available
for meaning making and communication (Hampel & Hauck,
2006). This will allow the teachers to move to the next level
of Hampel and Stickler’s (2005) skills pyramid by fostering
their multimodal communicative competence and thus
their professional literacy (Willis, 2001). These steps are
a prerequisite for the subsequent phase in which teachers
themselves design tasks with the goal of fostering, in turn,
their learners’ multimodal competence and autonomy since
merely equipping learners with creative and democratic
representational online resources will not necessarily result
in higher student control over the learning process or the
development of autonomy (Hampel & Hauck, 2006).
(Carolin Fuchs, Andreas Müller-Hartmann, Mirjam Hauck.
Promoting learner autonomy through multiliteracy
skills development in cross-institutional exchanges. Adaptado)
For a language teacher, a significant implication of focusing on a tool’s constraints in task design is
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