Module 4.3 Teaching strategies: The Middle Years
Using eLearning software to support language learning across the ICPAL areas
Readily available eLearning software can be adapted or used by teachers and students to develop confidence and competence in the Ideas, Conventions, and Purposes of language, as well as for developing the Ability to Learn language.
Usually, eLearning software for education will be available to schools through special licensing arrangements. The following examples are not intended to be an endorsement of particular products; however, all of these have been approved for use in Australian schools. They provide an indication of how students with language difficulties can use eLearning software to develop language awareness, knowledge, skills and application.
DingoBingo
-
DingoBingo is used for vocabulary development. It includes ten lists of words and students must show proficiency in one list before progressing to the next. The program monitors word accuracy, time taken per game and error rate. Problem words are listed after each game and can be printed out for further practice and revision away from the computer.
Graphic organiser software
-
Kidspiration and Inspiration K–12 are graphic organisers that allow students to graphically connect words and to develop an understanding of schematic relations. This eLearning software suits and can enhance learning in the areas of the Ideas of language (e.g. ‘Vocabulary as a meaning network’ – semantic maps and more complex word maps), and the Ability to Learn language (e.g. the ‘Ability to symbolise’, the ‘Ability to conceptualise and categorise’, the ‘Ability to link ideas’ and the ‘Ability to sequence and order’).
Presentation software
- The sequencing capacity within and between slides, and the highly graphical interface of Microsoft PowerPoint (and its equivalents) can be used to teach the Purposes of language in both expressive and receptive modes. It can be used to learn how to ‘Manage and direct’ (e.g. how to stay on topic); how to ‘Listen and speak between the lines’ (e.g. communication of intended meanings and of idioms and metaphors) and how to ‘Adjust to context and audience’ (e.g. judging how much information to give, selecting appropriate words and phrases and linking ideas).
Phonics Alive! series
- The Phonics Alive! series can be used for teaching and learning the Ideas and Conventions of language. There are four pieces of software in the series. These teach vocabulary, blending of sounds, spelling and grammar. The series is targeted at young students as well as older students with language difficulties or older ESL students.
Word processing
- Word processing software can be used for teach Ideas (e.g. vocabulary, sentences, discourse and topic), Conventions (e.g. phonological, grammatical and genre), Purposes (e.g. staying on topic, selecting words and conventions, linking ideas) and the Ability to Learn language (all of the ‘Ways of learning’).
Word Wizard
- Word Wizard is an Australian spelling and vocabulary program, developed for students with language difficulties or for extension work for mainstream students. Word Wizard uses sound, text and visual cues to teach and reinforce spelling and vocabulary skills including phonics, homophones, plurals, prefixes, suffixes and much more.
Grammar Factory
- Grammar Factory is a software program covering English grammar topics for the Early to Middle Years of Schooling. The exercises are fully interactive, with sets of 10 questions for each exercise drawn at random. Students receive instant feedback and are able to call up worked examples when needed. Students can listen to any words that are unfamiliar and the topic help is fully narrated.
Interactive learning objects
- The Le@rning Federation makes and licenses digital learning materials to support teaching and learning. Materials are available free of charge to all Australian and New Zealand schools through state or territory and sector web portals. Interactive learning objects for literacy and English have been produced for students in Years 5–9. All learning objects require students to use expressive and receptive language to learn about the Ideas, Conventions and Purposes of language:
- Ideas: vocabulary (e.g. ‘Dream machine’, the ‘Point of view’ series); discourse and topic (e.g. ‘Show and Tell’ series)
- Conventions: sentences (e.g. ‘Crimewatchers), genre (e.g. ‘Celebrity garbage’, ‘Finish the story’ series)
- Purposes: context and audience (e.g. ‘Robots: make a catalogue’).
Interactive learning objects are especially useful for developing the Ability to Learn language as they allow students to learn about and use symbols, to conceptualise and categorise, and to link ideas, to sequence and order, and to transfer what has been learned.