The purpose of the survey was to ascertain the level of awareness and openness to mobile learning among English language teachers. I also wanted to find out to what degree and how teachers were already using mobile learning both in their teaching and and professional development and to establish whether they would be willing to pay for and use mobile content. The survey also collected information about the teachers' existing access to mobile services and the kinds of device they are using to get access to mobile Internet.
"In this first blog posting I'd like us to look at some of the major issues that are affecting education at this time and try to examine them in relation to English language teaching and how they may affect it."
In this first blog posting I'd like us to look at some of the major issues that are affecting education at this time and try to examine them in relation to English language teaching and how they may affect it.
Well like a lot of people I've bought an iPad over the summer and I've been having my first taste of shopping for apps to extend the capabilities of the iPad. I've also been having a look at how some of these can be used for language learning, so I thought I would share with you a little bit of information about the first few apps I've tried.
"Text2Phonetics is a very handy site if you like to use phonemic script with your students. It can take a lot of the hard work out of transcribing text to phonetic symbols. You just paste in a short piece of text, click a button, and it does it for you."
Twitter could not possibly be further away from the concept of a computer game or a three dimensional visually rich virtual world. Suddenly instead of learning to fly and exchanging our money for Linden bucks (the currency of Linden Labs' Second Life) we were exchanging grammatically correct sentences for status updates of less than 140 characters! Who could have seen it coming? Perhaps Gartner, who also predicted that "90 Per Cent of Corporate Virtual World Projects Fail Within 18 Months".
Twitter could not possibly be further away from the concept of a computer game or a three dimensional visually rich virtual world. Suddenly instead of learning to fly and exchanging our money for Linden bucks (the currency of Linden Labs' Second Life) we were exchanging grammatically correct sentences for status updates of less than 140 characters! Who could have seen it coming? Perhaps Gartner, who also predicted that "90 Per Cent of Corporate Virtual World Projects Fail Within 18 Months".