Mehrasa Alizadeh
Osaka University, Cybermedia Center, Faculty Member
- Mehrasa Alizadeh is a specially appointed assistant professor at the Language Education Support Research Division, Cy... moreMehrasa Alizadeh is a specially appointed assistant professor at the Language Education Support Research Division, Cybermedia Center, Osaka University. She holds a BA in English Language and Literature and an MA in Teaching English as a Foreign Language (TEFL) from Allameh Tabatabai University, Tehran. In 2013, she was offered the Japanese Government (Monbukagakusho) Scholarship and moved to Osaka University the following year, where she completed her PhD. Her main research interests include computer assisted language learning (CALL), online course development/quality assessment, and AR/VR applications in language teaching.edit
Research Interests:
Virtual reality (VR) has turned into a buzzword among educators over the past few years as tools and devices continuously get cheaper and better. Google Expeditions, for instance, is a VR educational tool that allows teachers to take... more
Virtual reality (VR) has turned into a buzzword among educators over the past few years as tools and devices continuously get cheaper and better. Google Expeditions, for instance, is a VR educational tool that allows teachers to take students on virtual field trips without leaving the classroom. The teacher can lead a tour guiding students in the VR environment and monitoring their actions while calling their attention to specific points of interest in a virtual space. There are numerous ways VR apps such as Expeditions could be integrated into EFL/ESL lessons. This write-up begins with a brief introduction to virtual reality, in comparison with augmented reality, and VR devices available in the market. This theoretical section will be followed by instructions on setting up an Expeditions kit and ways to take students on virtual tours built around lessons designed to develop language skills. For those interested in creating their own customized VR tours, Tour Creator, another VR platform also developed by Google, will be introduced. This practice-oriented paper could be useful to teachers interested in energizing their teaching and engaging their students in ways they have never ventured before.
Research Interests:
Augmented reality (AR) and virtual reality (VR) are expanding into various fields of education. Thanks to AR and VR, teachers can bring a whole new dimension to the realm of language education, resulting in enhanced learning and increased... more
Augmented reality (AR) and virtual reality (VR) are expanding into various fields of education. Thanks to AR and VR, teachers can bring a whole new dimension to the realm of language education, resulting in enhanced learning and increased motivation and engagement. With smartphones and inexpensive VR headsets, teachers are able to take a step forward in blurring the boundaries between the real and virtual worlds, giving their students immersive learning experiences. However, many ELT practitioners are not familiar with or keen on integrating AR/VR-related learning tools and resources into their classes (Bonner & Reinders, 2018; Santos et al., 2016). To get readers more acquainted with AR/VR uses in language education, the author first outlines the basic concepts within this area of research and practice. An AR/VR application is introduced in detail, followed by discussion on the use of this app in language learning.
拡張現実(AR)および仮想現実(VR)は絶えず様々な教育分野に拡大している。ARとVRによって、学習の強化やモチベーションとエンゲージメントの向上が可能となり、言語教育の領域に全く新しい次元をもたらすことができる。スマートフォンや安価なVRヘッドセットの使用によって、現実世界と仮想世界の境界を曖昧にすることで、学生は没入型の学習体験を得られる。しかし、ELT実務家の多くは、AR・VR関連の学習ツールとリソースを教育実践に統合する方法に馴染みがなかったり、統合自体に関心がない現状がある(Bonner & Reinders, 2018; Santos et al., 2016)。読者の言語教育におけるAR・VRの使用法に関する詳細な理解を深めるために、まずこの分野の研究と実践の基本的な概念を概説する。また、AR及びVRアプリケーションについて詳しく説明した上で、このアプリケーションを言語学習に使用する方法について説明する。
拡張現実(AR)および仮想現実(VR)は絶えず様々な教育分野に拡大している。ARとVRによって、学習の強化やモチベーションとエンゲージメントの向上が可能となり、言語教育の領域に全く新しい次元をもたらすことができる。スマートフォンや安価なVRヘッドセットの使用によって、現実世界と仮想世界の境界を曖昧にすることで、学生は没入型の学習体験を得られる。しかし、ELT実務家の多くは、AR・VR関連の学習ツールとリソースを教育実践に統合する方法に馴染みがなかったり、統合自体に関心がない現状がある(Bonner & Reinders, 2018; Santos et al., 2016)。読者の言語教育におけるAR・VRの使用法に関する詳細な理解を深めるために、まずこの分野の研究と実践の基本的な概念を概説する。また、AR及びVRアプリケーションについて詳しく説明した上で、このアプリケーションを言語学習に使用する方法について説明する。
Research Interests:
This research investigates the use and application of quality assurance rubrics and standards for online/blended course design within the context of teaching English for general academic purposes (EGAP). In an attempt to reform an... more
This research investigates the use and application of quality assurance rubrics and standards for online/blended course design within the context of teaching English for general academic purposes (EGAP). In an attempt to reform an existing blended course of EGAP, the Quality Matters® Higher Education Course Design Rubric (fifth edition) has been used to assure the quality of course design and development from the outset. After the course was implemented with a cohort of undergraduate students at Osaka University, it was peer-reviewed by a certified reviewer affiliated with Quality Matters (QM). The first round of peer review yielded a score of 70 out of a total of 99, resulting in failure to meet several QM standards. Based on the suggestions and recommendations of the reviewer, the course was further revised in terms of content and interface, and it was reviewed for a second time by the same reviewer, this time yielding a full score of 99. This study highlights the importance of quality assurance in online/blended course design and development, particularly in the context of teaching English to university students.
Research Interests:
This paper draws upon the concept of the Scholarship of Teaching and Learning (SoTL) and reflective practice widely known in higher education and how it is in line with incorporating learning analytics in the classroom to promote... more
This paper draws upon the concept of the Scholarship of Teaching and Learning (SoTL) and reflective practice widely known in higher education and how it is in line with incorporating learning analytics in the classroom to promote data-driven reflection-on-action. It begins with a brief introduction to SoTL, its history, and how to practice this approach. It then moves on to introducing reflection-on-action and reflection-inaction in connection to SoTL. Following that, a case study is described in which a blended course has been designed, developed, and implemented targeting Japanese undergraduate students. In this report, learning analytics data in the form of course reports generated by the learning management system have been utilized to investigate users' access to and contribution to the discussion boards. These statistics are used as an indicator of the level of social presence within the course. The data has shown that the students were not so enthusiastic about communicating with the instructors, TAs, and other peers online. The few number of posts on the discussion boards, despite the large class size, is evidence for this observation. Some suggestions have been made with the aim of fostering social presence in the current course and other similar fully online/blended courses.
Research Interests:
This report is based on my presence at the 25th annual conference of EUROCALL hosted by the University of Southampton, the UK. I have organized my observation into several sub-headings, beginning with some basic information about the... more
This report is based on my presence at the 25th annual conference of EUROCALL hosted by the University of Southampton, the UK. I have organized my observation into several sub-headings, beginning with some basic information about the conference, moving on to the plenary speeches, presentation by Japan-based researchers, to information about EUROCALL 2018.
Research Interests:
Mastering the temporal system of a second language and being able to correctly implement this knowledge especially in spontaneous production is a challenging task to accomplish. That is why most learners often have problems using... more
Mastering the temporal system of a second language and being able to correctly implement this knowledge especially in spontaneous production is a challenging task to accomplish. That is why most learners often have problems using appropriate tenses in oral and ...
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There is an increasing amount of research and development happening around the use of virtual and augmented reality in education, also known as immersive learning. This case study seeks to merge vocational training and language learning... more
There is an increasing amount of research and development happening around the use of virtual and augmented reality in education, also known as immersive learning. This case study seeks to merge vocational training and language learning and explore the application of virtual reality in tourism education. The study was conducted with 22 students in the Department of Global Tourism at a university in western Japan. The students were first trained to create virtual tours of their hometowns with Google Tour Creator. They then guided classmates on virtual tours of their hometowns in English, using smartphones and mini VR glasses. A survey study was conducted following the tours to evaluate students’ experience in terms of virtual presence, attention and satisfaction, perceived usefulness and future use of VR, as well as the benefits and challenges of the activity. The findings of this study have important implications for the use of virtual reality in tourism education.
Research Interests:
This research study is an attempt at designing, developing, implementing, and assessing the quality of a blended course of English for general academic purposes targeting undergraduate Japanese students at Osaka University. The study has... more
This research study is an attempt at designing, developing, implementing, and assessing the quality of a blended course of English for general academic purposes targeting undergraduate Japanese students at Osaka University. The study has been conducted in several iterative stages as explicated below.Following Michael Allen's Basic Successive Approximation Model (SAM1), the researcher began with carrying out a thorough language needs analysis study to investigate the needs and difficulties of Japanese students as far as learning English at university classes and using it for communicative purposes was concerned. To this end, questionnaire data were collected from 278 Japanese undergraduate students enrolled at Osaka University. In order to further clarify the language needs and difficulties of Japanese learners, twelve instructors teaching Practical English courses were also interviewed. The findings of this stage indicate that students and instructors invariably underline the importance of improving learners' listening and speaking abilities alongside other skills in academia and at workplace so as to help promote the ultimate goal of internationalization and to nurture 21st Century global citizens.Continuing with the next stage, the researcher designed and developed a blended course of English for general academic purposes to replace the old course of “Practical English (e-learning)". Among the major differences of the old versus the new course are the use of a placement test, provision of content at three different levels of proficiency, integration of four language skills, inclusion of free speaking and writing tasks, focus on global themes, addition of a group project, and utilization of open educational resources resulting in the course being free of charge for students. The new course, titled Osaka University Global English Online (OUGEO), was hosted on the university learning management system,Blackboard Learn, locally known as CLE (Collaboration and Learning Environment). The entire course content, including syllabus and guidelines, weekly study materials, exercises, and assignments, were uploaded on CLE by March 2017.Osaka University Global English Online was subsequently implemented in the spring semester of 2017-2018 with 86 undergraduate students mainly from the Faculties of Law, Letters, and Economics. Similar to other face-to-face courses, OUGEO was also expanded over fifteen weeks, with the exception of having only five face-to-face classes. The remaining ten weeks were run online, during which the students were required to access the designated learning materials for each week on the learning management system and submit the related assignments. Regarding the face-to-face classes, the first session was allocated to orientation and getting the students familiar with the course, how to access the content, and where to submit their assignments as well as informing them of ways to contact the instructor and teaching assistants when need arose. The last session was also spent on giving the final exam, which was created on the learning management system and scored automatically. The second face-to-face class, however, was dedicated to training the students in doing poster presentations and overlaying videos on their posters using an augmented reality (AR) application called BlippAR.As a group term project, the students created posters on global themes and presented them during two face-to-face classes, with seven groups as presenters and seven others as listeners each time. This poster presentation carousel task required the listener groups to move from one poster station to the next in a circular fashion and to use the BlippAR app to view the AR content created by their classmates. The purpose of this user experience study was to analyze students' views toward the use of BlippAR in language classes and its usefulness. The students' responses to a user experience questionnaire indicated that the majority of the respondents found BlippAR an engaging tool for language learning, which made learning more interesting, yet many believed that the app per se did not contribute to improving their English skills.
In attempt to evaluate the course both internally and externally, two types of quality assessment were administered. First, the students enrolled in the course were asked to fill out an evaluation questionnaire toward the end of the semester, in which they reflected their opinions on the usefulness and pace of the course, quality of teaching, availability of support, and ease of navigation among others. They were also given an opportunity to share any qualitative comments they had through an open-ended question. Overall, most of the students agreed that the course helped them improve all their skills, in particular oral/aural skills, and that they were in general content with it and felt that the course met their language needs to a great extent. Nevertheless, there was a consensus regarding the existence of some technical difficulties, for instance in submitting speaking assignments online.With regard to external evaluation of the blended course, it was assessed using the Quality Matters Higher Education Course Design Rubric (Fifth Edition) both by the researcher first and later by a peer reviewer affiliated with Quality Matters. Some revisions were made during the self-review prior to getting the course peer reviewed. The first round of peer review yielded a score of 70 out of 99,resulting in failure to meet the Quality Matters standards of course design. Nonetheless, the course currently meets all the standards of the Higher Education Course Design Rubric upon amendment with a new score of 99/99. The researcher believes that there is still room for improving the course by rerunning it with several groups of students, getting it further refined and fine-tuned to the needs of Japanese learners as well as by solving the technical problems which occasionally occurred during the implementation phase.The current study bears significant implications for online/blended course designers and developers. It explicates examples of best practice and demonstrates potential pitfalls threatening the smooth flow of online language teaching and learning. It also has important implications for faculty development and strongly advocates the need to train faculty to design, develop, and evaluate their courses following mainstream standards while meeting students' needs and preparing them for living in the globalizing society of this century.
本論文はe-Learningシステムを用いたオンライン授業と対面授業を組み合わせたブレンド型授業の開発から評価までの実践研究をまとめたものであり,日本人大学生向けに英語を教育するためのコース開発においてデザイン過程から得られる知見と,開発した教授法を用いて実際に教育を実施して得られた知見に関する一連の研究を取りまとめたものである.本邦においては,従来のこのようなコース開発と評価が,開発者の個人的なアイディアや経験によりおこなわれ,完成された授業法についても体系的な評価もほとんど行われていないのに対して,本論文では広範な関連研究の調査に基づいて学習者のニーズ分析を行い,それに基づいてe-Learning教育法を開発し,本学学生向けの実際のブレンド型授業を実施している点が評価できる.本論文の主な成果としては,次の三点が認められる.
第1には,学習者,教育者に対してのニーズ分析を行い,学習者が自身の語学能力習得の必要性を,在学中の学習・研究という状況と,社会に出てからの職業的要求に場合分けして意識していること,英語4技能のうち,リスニングと,スピーキングの現状の達成度を他の技能より低く評価していることなどを明らかにした.同時に,学習者,教授者共にコミュニケーション能力の向上を重視しており,教育の国際化の方針とも一致しているが,これらが現状では十分に考慮されていないことなどを明らかにした.
第2には,設計された教材の中で,拡張現実(Augmented Reality)を用いた教材を学習者自らが作成する課題を実施することで,情報技術が学習者にどのような影響を与えるかを主に質問紙を用いて,質的および量的に分析している.その結果,対象となった学習者では,拡張現実を利用した教材を作成する技術的な困難性にも関わらず,課題に対する集中力と動機づけが増すことを明らかにし,このような最新の情報技術を教材に取り込むことの可能性を明らかにした.
第3には,学習者,教育者を調査対象としたニーズ分析に基づいて設計されたコースに対して,ルーブリックを用いた評価を実施し,定量的な評価結果を得ると同時に,評価に基づいた授業デザインの改良を実施している.このようなルーブリックを用いたe-Learning教材評価は本邦では例がなく,米国において開発された,Quality Matters™Higher Education Course DesignRubric (Fifth Edition)用いた.その結果,本論文でのデザイン手法で開発された授業法には,一定評価が得られ,わずかな修正で,適用したルーブリックを用いた評価基準を満たせることが明らかとなり,一連のデザイン手法の有効性を示すことができた.
これらの一連の研究は,体系だったオンライン教材の開発と評価に関して重要な知見を与えるもので,その学術的意義は大きいと考えられる.これらの成果は,それぞれ専門学術論文誌やトップカンファレンスに採録されている.また,一連の研究を通じて今後の情報技術を用いた教材開発プロセスに関しても大きな知見を得ることができている.
以上のように,本論文は今後さらに利活用が進むと期待されるブレンド型のe-Learning 授業の開発と進展に重要な成果を挙げた研究として,情報科学および言語教育学の進展に寄与するところが大きい.よって,本論文は博士(学術)の学位論文として価値のあるものと認める.
In attempt to evaluate the course both internally and externally, two types of quality assessment were administered. First, the students enrolled in the course were asked to fill out an evaluation questionnaire toward the end of the semester, in which they reflected their opinions on the usefulness and pace of the course, quality of teaching, availability of support, and ease of navigation among others. They were also given an opportunity to share any qualitative comments they had through an open-ended question. Overall, most of the students agreed that the course helped them improve all their skills, in particular oral/aural skills, and that they were in general content with it and felt that the course met their language needs to a great extent. Nevertheless, there was a consensus regarding the existence of some technical difficulties, for instance in submitting speaking assignments online.With regard to external evaluation of the blended course, it was assessed using the Quality Matters Higher Education Course Design Rubric (Fifth Edition) both by the researcher first and later by a peer reviewer affiliated with Quality Matters. Some revisions were made during the self-review prior to getting the course peer reviewed. The first round of peer review yielded a score of 70 out of 99,resulting in failure to meet the Quality Matters standards of course design. Nonetheless, the course currently meets all the standards of the Higher Education Course Design Rubric upon amendment with a new score of 99/99. The researcher believes that there is still room for improving the course by rerunning it with several groups of students, getting it further refined and fine-tuned to the needs of Japanese learners as well as by solving the technical problems which occasionally occurred during the implementation phase.The current study bears significant implications for online/blended course designers and developers. It explicates examples of best practice and demonstrates potential pitfalls threatening the smooth flow of online language teaching and learning. It also has important implications for faculty development and strongly advocates the need to train faculty to design, develop, and evaluate their courses following mainstream standards while meeting students' needs and preparing them for living in the globalizing society of this century.
本論文はe-Learningシステムを用いたオンライン授業と対面授業を組み合わせたブレンド型授業の開発から評価までの実践研究をまとめたものであり,日本人大学生向けに英語を教育するためのコース開発においてデザイン過程から得られる知見と,開発した教授法を用いて実際に教育を実施して得られた知見に関する一連の研究を取りまとめたものである.本邦においては,従来のこのようなコース開発と評価が,開発者の個人的なアイディアや経験によりおこなわれ,完成された授業法についても体系的な評価もほとんど行われていないのに対して,本論文では広範な関連研究の調査に基づいて学習者のニーズ分析を行い,それに基づいてe-Learning教育法を開発し,本学学生向けの実際のブレンド型授業を実施している点が評価できる.本論文の主な成果としては,次の三点が認められる.
第1には,学習者,教育者に対してのニーズ分析を行い,学習者が自身の語学能力習得の必要性を,在学中の学習・研究という状況と,社会に出てからの職業的要求に場合分けして意識していること,英語4技能のうち,リスニングと,スピーキングの現状の達成度を他の技能より低く評価していることなどを明らかにした.同時に,学習者,教授者共にコミュニケーション能力の向上を重視しており,教育の国際化の方針とも一致しているが,これらが現状では十分に考慮されていないことなどを明らかにした.
第2には,設計された教材の中で,拡張現実(Augmented Reality)を用いた教材を学習者自らが作成する課題を実施することで,情報技術が学習者にどのような影響を与えるかを主に質問紙を用いて,質的および量的に分析している.その結果,対象となった学習者では,拡張現実を利用した教材を作成する技術的な困難性にも関わらず,課題に対する集中力と動機づけが増すことを明らかにし,このような最新の情報技術を教材に取り込むことの可能性を明らかにした.
第3には,学習者,教育者を調査対象としたニーズ分析に基づいて設計されたコースに対して,ルーブリックを用いた評価を実施し,定量的な評価結果を得ると同時に,評価に基づいた授業デザインの改良を実施している.このようなルーブリックを用いたe-Learning教材評価は本邦では例がなく,米国において開発された,Quality Matters™Higher Education Course DesignRubric (Fifth Edition)用いた.その結果,本論文でのデザイン手法で開発された授業法には,一定評価が得られ,わずかな修正で,適用したルーブリックを用いた評価基準を満たせることが明らかとなり,一連のデザイン手法の有効性を示すことができた.
これらの一連の研究は,体系だったオンライン教材の開発と評価に関して重要な知見を与えるもので,その学術的意義は大きいと考えられる.これらの成果は,それぞれ専門学術論文誌やトップカンファレンスに採録されている.また,一連の研究を通じて今後の情報技術を用いた教材開発プロセスに関しても大きな知見を得ることができている.
以上のように,本論文は今後さらに利活用が進むと期待されるブレンド型のe-Learning 授業の開発と進展に重要な成果を挙げた研究として,情報科学および言語教育学の進展に寄与するところが大きい.よって,本論文は博士(学術)の学位論文として価値のあるものと認める.
Research Interests:
This study analyzes 19 students' interaction patterns with 6 video lectures in a blended course, using log data and video viewing behavior. We took into account the actions that learners took during the online coursework by checking their... more
This study analyzes 19 students' interaction patterns with 6 video lectures in a blended course, using log data and video viewing behavior. We took into account the actions that learners took during the online coursework by checking their screen captures and face recordings to delve more deeply into the nature of their evolving interactions and decisions. The results have revealed the existence of four groups of learners. Our findings provide evidence for the importance of triangulating data sources on learners' video watching behavior to enhance feedback provision to at-risk learners and lower dropout rates.
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This workshop targets instructors who are willing to venture “the road not taken” by moving beyond being mere consumers of digital technology into future developers of their own customized immersive learning experiences. Alongside the... more
This workshop targets instructors who are willing to venture “the road not taken” by moving beyond being mere consumers of digital technology into future developers of their own customized immersive learning experiences. Alongside the rapid advancement of technology and changing tastes of learners, a growing number of platforms are being developed by giant tech companies, like Google, which (will) allow anyone without a solid knowledge base of app development and coding to build their own tools and resources. One group of people who could greatly benefit from this change is language teachers and educators. In order to empower teachers with the ability to create immersive educational apps and websites, one necessary skill to gain is 3D modeling. It might sound intimidating at first glance, but in fact, there are numerous software programs with a variety of functions to easily develop original 3D models. In this workshop, we aim to learn the basics of a computer graphics open source software program called Blender with which very basic to professional 3D models can be created. Three-dimensional models created in Blender could be exported to teacher-created/third-party apps and websites so as to provide language learners with more engaging and visually appealing content. In order to make the best use of this professional development workshop, attendees are recommended to bring their own devices as well as download and install Blender in advance (https://www.blender.org/download/).
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Doing a Master’s or PhD in TESOL can be a daunting task with countless challenges along the way. Many of us have experienced moments of frustration trying to revise dissertation drafts on the most widely used word processor, Microsoft... more
Doing a Master’s or PhD in TESOL can be a daunting task with countless challenges along the way. Many of us have experienced moments of frustration trying to revise dissertation drafts on the most widely used word processor, Microsoft Word. More often than not, one single change to a lengthy Word document could mean hours of labor-intensive revision, attempting to ensure that tables and figures are numbered and placed correctly, the references all follow the APA style, full terms corresponding to acronyms have been written out upon first mention, and so on and so forth. Given that the JALT community includes many members doing graduate degrees, this presentation introduces a document preparation system known as LaTeX in order to assist those graduate students in revising thesis drafts more easily and efficiently. Unlike Microsoft Word which is a what-you-see-is-what-you-get (WYSIWYG) word processor, LaTeX uses markup tagging to turn plain text into rich text. The presenter will talk about the basics of creating a document such as a thesis or journal manuscript using an online LaTeX editor, called Overleaf, and instruct the audience on how to utilize it for writing a dissertation.
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Augmented reality (AR) and virtual reality (VR) are constantly expanding into various fields of education. Thanks to AR and VR, we can now bring a whole new dimension to the realm of language education resulting in enhanced learning and... more
Augmented reality (AR) and virtual reality (VR) are constantly expanding into various fields of education. Thanks to AR and VR, we can now bring a whole new dimension to the realm of language education resulting in enhanced learning and increased motivation and engagement, as evidenced in the literature (Godwin-Jones, 2016). With ubiquitous devices such as smartphones and inexpensive VR headsets, we are able to take a step forward in blurring the boundaries between the real and the virtual world, giving our students immersive learning experiences. However, similar to any new technology introduced, many ELT practitioners are not familiar with or keen on integrating AR/VR-related learning tools and resources into their classes. In order to get the audience more acquainted with AR/VR uses in language education, the presenter will first outline the basic concepts within this area of research and practice. She will continue with demonstrating an AR mobile application, Blippar, and a VR application, Google Expeditions, using smartphones and Google Cardboard. She will also discuss the use of these apps in language learning contexts while providing ideas for augmented/virtual-reality-enhanced classroom tasks and activities. Finally, JALT’s newly formed Mixed, Augmented, Virtual Realities in Learning (MAVR) SIG will be introduced as a way for attendees to further explore AR and VR applications in language pedagogy.
Godwin-Jones, R. (2016). Augmented reality and language learning: From annotated vocabulary to place-based mobile games. Language Learning and Technology, 20(3), 9-19.
Godwin-Jones, R. (2016). Augmented reality and language learning: From annotated vocabulary to place-based mobile games. Language Learning and Technology, 20(3), 9-19.
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Virtual reality (VR) has turned into a buzzword over the past few years as tools and devices continuously get cheaper and better. Google Expeditions is a VR educational tool that allows teachers to take students on virtual field trips... more
Virtual reality (VR) has turned into a buzzword over the past few years as tools and devices continuously get cheaper and better. Google Expeditions is a VR educational tool that allows teachers to take students on virtual field trips without leaving their physical space. Having the Google Expeditions mobile application connected to a local network, the teacher can lead a tour guiding the students in the VR environment and monitoring their actions while calling their attention to specific points of interest in a virtual space. There are numerous ways Google Expeditions could be integrated into EFL/ESL lessons in the form of role-plays and field trips. In this workshop, the presenter will first give the audience a brief introduction to virtual reality, VR headsets, and apps. The attendees will then get a hands-on experience of a virtual tour built around a lesson designed to develop oral/aural skills. Following that, they will split into groups to brainstorm their own classroom tasks and activities powered by Google Expeditions. This session will be wrapped up with a discussion of ways to create one’s own VR content.
Participant level of VR expertise: Absolute beginner to savvy
Device needed: An Android/iOS smartphone with Google Expeditions installed
Participant level of VR expertise: Absolute beginner to savvy
Device needed: An Android/iOS smartphone with Google Expeditions installed
Research Interests:
In spite of the widespread consensus on the necessity of reviewing previously-taught vocabulary to aid retention, often times teachers fail to do so due to time constrains or the uninteresting, repetitious nature of review activities.... more
In spite of the widespread consensus on the necessity of reviewing previously-taught vocabulary to aid retention, often times teachers fail to do so due to time constrains or the uninteresting, repetitious nature of review activities. This presentation is a report on the use of an online game-based platform called Kahoot which can be used to resolve this problem and help teachers make room for review components in their lessons while boosting students’ engagement. Kahoot (https://kahoot.com/) is a free web-based student response system (SRS). Similar to most online SRSs such as Socrative, the teacher could create quizzes displayed to students on a screen, which they can respond to using either the Kahoot mobile application or a browser on a computer or any device with Internet connection. Unlike other SRSs, Kahoot is a game-based platform, with game elements such as accumulation of points, competition, and leaderboards. The game-like quizzes have a visually-appealing, user-friendly interface and can be played both individually and in teams. Moreover, the platform allows users to play games without creating personal accounts. In order to experiment with this tool, the presenter utilized it in two reading/writing classes she taught at Otemae University in the fall semester of 2017-2018. The classes consisted of mainly second-year undergraduate students majoring in International Relations and/or English Communication. To review the vocabulary from previous lessons, a Kahoot game was played at the beginning of every class, which took about 10 to 15 minutes depending on the length of the quiz. Observing the students’ behavior during the games, the majority looked completely engaged in the activity and enjoyed playing vocabulary games with their classmates. At the end of the semester, the instructor asked them to write their opinions on Kahoot, what they liked about it, and any difficulties they encountered. Most of the students unanimously agreed that Kahoot games were highly interesting and some mentioned that they were great review tools different from conventional classroom activities. Regarding the difficulties, some students expressed their unwillingness to use cellular data on their mobile phones for playing the games (as WIFI access was limited or unavailable), and some said that the games consumed too much battery. For upcoming semesters, the presenter plans to use Kahoot not only as a review tool but also as a measure for formative assessment, given that the system is capable of keeping record of all students’ performance.
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Pre-service teacher education is highly important at research-focused universities. At such institutions, training is mostly centered on conducting research while there is minimal focus on educating students in course design and teaching.... more
Pre-service teacher education is highly important at research-focused universities. At such institutions, training is mostly centered on conducting research while there is minimal focus on educating students in course design and teaching. To bridge this gap, the Center for Education in Liberal Arts and Sciences, Teaching and Learning Support Division at Osaka University has established an advanced liberal arts program called the Future Faculty Program (FFP). This program targets graduate students wishing to pursue a career in academia. Having completed the program herself, the presenter will provide the audience with a reflective report on the FFP, its strengths and limitations.
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A number of Japanese universities have created their in-house learning management systems. Some of these systems are available only in Japanese and thus pose difficulties to non-Japanese users. This presentation aims at reinforcing... more
A number of Japanese universities have created their in-house learning management systems. Some of these systems are available only in Japanese and thus pose difficulties to non-Japanese users. This presentation aims at reinforcing participants’ knowledge of LMS terms in Japanese. In particular, we will play a Kahoot game in order to evaluate and consolidate the learning of LMS-related words/phrases.
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Invited talk at the Japan Association for Language Education and Technology (LET), Kansai Chapter, Fundamental Theory SIG July 2018 Meeting, hosted at Kwansei Gakuin University, Nishinomiya-Uegahara Campus
Research Interests: Instructional Design, Augmented Reality, Learning Management Systems, Blended Learning, Project-Based Learning, and 18 moreQuality Assessment of Online Programs, LMS, Open Educational Resources (OER), Blackboard LMS, Needs Assessment, Online Course Design, Needs Analysis, Japanese learners of English, Poster Presentation, E-Learning Readiness, Quality Matters, E-readiness, Practical English, EGAP, BlippAR, ADDIE model, Successive Approximation Model, and English for General Academic Purposes
A Picture is worth a thousand words, as the saying goes, but not every picture is so. As teachers, we are occasionally asked to develop our own print/digital materials for English classes, and we might want to add some images here and... more
A Picture is worth a thousand words, as the saying goes, but not every picture is so. As teachers, we are occasionally asked to develop our own print/digital materials for English classes, and we might want to add some images here and there to aid comprehension, make the content more visually appealing, or simply to fill empty spaces. At first, it might seem effortless to find images given our immediate access to efficient search engines such as Google Images, but in fact, there is more to finding appropriate visuals for EFL materials than just pushing the search button and downloading the top result images. Aiming to inform teachers about best practices in selecting and laying out images for EFL materials, this presentation will focus on the effective use of visuals in teacher-made EFL materials. Practical tips on issues related to image copyright, the quality and clarity of visuals, and their layout will be provided. Finally, the presenter will introduce some free resources for downloading high-quality images.
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In this speech, I talked about the pivotal role that Osaka University students could play in helping OU shine on the international stage. As 21st Century citizens in this globalized society, it is highly important for us not only to... more
In this speech, I talked about the pivotal role that Osaka University students could play in helping OU shine on the international stage. As 21st Century citizens in this globalized society, it is highly important for us not only to develop our knowledge and skills in our own fields of study and research, but also to equip ourselves with four indispensable skills, namely communication, critical thinking, collaboration, and creativity. The four Cs may not have been greatly stressed within the Japanese context so far due to the great value attached to respect and politeness, but it is about time we start to cultivate them in ourselves. In conclusion, I shared with the audience a quote by Brian Tracy about communications skills − that all the four Cs can be learned. They are not the skills we are born with. “It’s like riding a bicycle or typing. If you’re willing to work at it, you can rapidly improve the quality of every part of your life” and any institution you belong to.
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Research Interests:
This is a short write-up on Google Expeditions for the the JALT MAVR SIG Newsletter, Volume 2, Issue 1. I wrote about Google Expeditions and how it can be used in classroom settings.