Affective Grammar, Effective Grammar

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    Affective Grammar, Effective Grammar

    Or how to have fun whilst preparing for the exam

    Marina Rabadn-Gmez

    Languages @ LeedsMet

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    Affective Grammar, Effective Grammar

    1. Setting the context: HE

    2. The affective domain: motivation vs anxiety

    3. Our goal: to learn, to have fun, to pass the exam!

    4. Playing in the system: examples of good practice

    5. Sharing our experiences

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    1. Setting the context: Higher Education

    (Higher) Education Dicotomy

    Tradition Innovation

    Grammar Common European FrameworkTranslation of Reference for languages (CEFR)

    Cognitive LOs Affective LOs

    Summative Continuous

    Assessment Assessment

    FTUGs Adult Learners (PTLP)

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    2. The affective domain: motivation vs anxiety

    Blooms taxonomy (1956)

    Cognitive domain

    Affective domain

    Psychomotor domain

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    2. The affective domain: motivation vs anxiety

    Arnold (1999)

    aspects of emotion, feeling, mood, or attitude which

    condition behaviour (p.2)

    motivation, after all, is better guided by a move

    towards pleasure () than by a move away frompain. (p.2)

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    2. The affective domain: motivation vs anxiety

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    2. The affective domain: motivation vs anxiety

    Table 5.1. The Factors That Promote Intrinsic Motivation.

    Factor Description Related Guidelines

    Challenge People are best motivatedwhen they are working

    toward personally

    meaningful goals whose

    attainment requires

    activity at a continuouslyoptimal (intermediate)

    level of difficulty.

    1. Set personallymeaningful goals.

    2. Make attainment of goalsprobable but uncertain.

    3. Give enrouteperformance feedback.

    4. Relate goals to learners'self esteem.

    Curiosity Something in the physicalenvironment attracts the

    learner's attention or there

    is an optimal level of

    discrepancy between

    present knowledge or

    skills and what these

    could be if the learner

    engaged in some activity.

    1. Stimulate sensorycuriosity by making

    abrupt changes that will

    be perceived by the

    senses.2. Stimulate cognitive

    curiosity by making a

    person wonder about

    something (i.e., stimulate

    the learner's interest).

    Control People have a basictendency to want to

    control what happens to

    them.

    1. Make clear the cause-and-effect relationships

    between what students are

    doing and things that

    happen in real life.2. Enable the learners to

    believe that their work

    will lead to powerful

    effects.3. Allow learners to freely

    Fantasy Learners use mental imagesof things and situations that

    are not actually present to

    stimulate their behavior.

    1. Make a game out oflearning.

    2. Help learners imaginethemselves using the

    learned information in

    real- life settings.

    3. Make the fantasiesintrinsic rather thanextrinsic.

    Competition Learners feel satisfaction bycomparing their

    performance favorably to

    that of others.

    1. Competition occursnaturally as well as

    artificially.2. Competition is more

    important for some

    people than for others.3. People who lose at

    competition often

    suffer more than the

    winners profit.4. Competition

    sometimes reduces theurge to be helpful to

    other learners.

    Cooperation Learners feel satisfaction byhelping others achieve their

    goals.

    1. Cooperation occursnaturally as well asartificially.

    2. Cooperation is moreimportant for some

    people than for others.3. Cooperation is a useful

    real-life skill.4. Cooperation requires

    and developsinterpersonal skills.

    Recognition Learners feel satisfactionwhen others recognize and

    appreciate their

    1. Recognition requiresthat the process or

    product or some other

    result of the learning

    activity be visible.2. Recognition differs

    Okan (2003)

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    What is a game?

    Wright et al. (2006)

    game to mean an activity which is entertaining and

    engaging, often challenging, and an activity in whichthe learners play and usually interact with others. A

    testing question might be: Would the learners be

    happy to do this activity in their own language? (p.1)

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    Why using games?

    Okan (2003)

    Good games are fun, intrinsically motivating, and

    offer just the right amount of challenge () Gameswhich succeed in facilitating learning have theadditional characteristic of improving skills orknowledge. (Lepper & Malone, 1987; Malone, 1980;

    Malone, 1983; Malone & Lepper, 1987; Malouf,1988)

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    Why using games?

    Okan (2003)

    Research suggests that gaming in its various forms can:

    1. motivate and interest learners(Dempsey, Lucassen, Gilley

    & Rasmussen, 1993)

    2. increase retention of subject material(Dempsey et al.,1994; Jacobs & Dempsey, 1993; Pierfy, 1977)

    3. and improve reasoning skills and higher order thinking(Mayland, 1990; Rieber, in press; Wood & Stewart, 1987)

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    3. Our goal: to learn, to have fun,to pass the exam!

    Elements to take into account:

    Syllabus

    Cohort profile

    Students profiles

    Environment

    Motivation

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    4. Playing in the system:examples of good practice

    Practicalexamples

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    4. Playing in the system:

    examples of good practice

    ERRORANALYSIS- A1 -

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    4. Playing in the system:

    examples of good practice

    TABOO- B1 -

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    4. Playing in the system:

    examples of good practice

    WORD FORMATION - B2 -

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    4. Playing in the system:

    examples of good practice

    FALSE FRIENDS - C1 -

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    4. Playing in the system:

    examples of good practice

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    5. Sharing our experiences

    1. What type of games / quizzes / contests do you use

    in your language class?

    2. When and what do you use them for?

    3. Can you think of an example of grammar-focused

    game or ludic activity you use / would like to use inclass?

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    Affective Grammar, Effective Grammar

    Grammar focusedShort

    Ludic

    Contextualized: significant learningMotivating

    Extrinsic motivation: linguistic and academicresults

    Intrinsic motivation: challenging andpositively competitive

    They work!!

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    Bibliography

    Arnold, J. (1999) Affect in Language Learning. CUP.

    Bloom, B.S., Engelhart, M.D., Furst E.J., Hill, W.H., & Krathwohl, D.R.(1956). Taxonomy of educational objectives: the classification ofeducational goals; Handbook I: Cognitive Domain. New York: Longmans,Green.

    Malone, T. W. (1981). Toward a Theory of Intrinsically MotivatingInstruction. Cognitive Science, 5(4), 333-369.

    Malone, T. W., & Lepper, M. R. (1987). Making Learning Fun: ATaxonomy of Intrinsic Motivations for Learning. In R. E. Snow & M. J.Farr (Eds.), Aptitute, Learning and Instruction: III. Conative and affectiveprocess analyses(pp. 223-253).

    Okan, Z. (2003) Edutainment: is learning at risk? British Journal ofEducational Technology, 4 (3) 255-264.