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「ライブクイズアプリ」ー理論的・実証的な根拠に基づいた効果的な使い方ー

Posted by Betsy on November 12, 2022 in InstructionalDesign, Language |

2022年11月13日、第55回KELESセミナーの講師としてお招きいただき、大変光栄に存じます。

発表のスライド

ライブクイズアプリ

「ライブクイズアプリ」とは、授業中に学生が質問に答えられる機能があるアプリです。

以下、4つのアプリを紹介します。まず、発表で使用したPear Deck、それから、Kahoot、Socrative、とPlickersを説明します。

Pear Deck Draggable activity

Pear Deck

Pear Deck is an add-on for Google Slides that lets you include questions in a presentation. It allows multiple-choice, short answer, and some other types of questions.

Each student needs

  • Device (smartphone, laptop, tablet) OR 1 device per team of 2-4 students
  • Wifi connection

The teacher needs

  • Device to set up Pear Deck
  • Projector or large screen
  • Wifi connection

Tutorials for Pear Deck:

Kahootの画面

Kahoot and Socrative

Kahoot is a game. The free version only allows multiple-choice questions (a, b, c, d).

Socrative is less like a game. The free version allows both multiple-choice and short-answer responses.

Each student needs

  • Device (smartphone, laptop, tablet) OR 1 device per team of 2-4 students
  • Wifi connection

The teacher needs

  • Device to set up Socrative or Kahoot
  • Projector or large screen
  • Wifi connection

Tutorials for Kahoot:

Tutorials for Socrative:

Plickers (low-tech classrooms)

Plickers allows multiple-choice questions only.

Each student needs

The teacher needs

  • Device to set up Plickers (computer, tablet; smartphone not recommended)
  • Device to scan paper cards (smartphone, tablet)
  • (Ideally) projector or large screen

Tutorials

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How are US language centers approaching DEI? Hints for SACs

Posted by Betsy on September 26, 2022 in Language |

link to this post: v.gd/jasal2022

It is my honor to be invited to speak at JASAL 2022 on October 22, 2022 as part of the plenary panel.
I feel quite humbled to be given a place on the stage with the other panelists, Ashley R. Moore and Satoko Watkins.

Word cloud based on interviews with US language center staff
Word cloud based on interviews with US language center staff

Japan-specific issues

Linguistic diversity

UDL & accessibility

Faculty-focused initiatives

DEI statements

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Optimizing the future of language teaching with technology in Japan

Posted by Betsy on February 8, 2022 in Language |

My latest publication is out today! This was an invited chapter–my first one to be published.

Lavolette, E. (2022). Optimizing the future of language teaching with technology in Japan. In T. Cooper & J. York (Eds.), Remote teaching & beyond 2021 (pp. 1–14). JALT CALL SIG. https://doi.org/10.37546/JALTSIG.CALL.PCP2021-01

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Comparing Japanese and US Language Spaces: A Case Study

Posted by Betsy on December 31, 2021 in Uncategorized |

My latest publication, just barely making it out in 2021!

I’m proud to say that the cover photo is my work as well. :D

Lavolette, E., & Claflin, M. (2021). Comparing Japanese and US language spaces: A case study. Studies in Self-Access Learning Journal, 12(4), 341–364. https://doi.org/10.37237/120403

Cover of SiSAL Journal, Dec. 2021
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JASAL 2021 presentation

Posted by Betsy on October 31, 2021 in Uncategorized |

Lavolette, E., (2021, October). How are language spaces communicating about their innovative practices during the pandemic? Paper presented at JASAL 2021, online.

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Motivating students to learn English: Digital tools and games

Posted by Betsy on September 20, 2021 in InstructionalDesign, Language, Web2.0 |

It is my honor to be invited to speak at 2021年度京都産業大学英語教育研究会 (Kyoto Sangyo University English Education Research Forum 2021) on September 25, 2021.

Presentation + workshop slides

In-class response systems

In-class response systems allow students to respond to questions during a lesson.

Kahoot and Socrative

Kahoot is a game. The free version only allows multiple-choice questions (a, b, c, d).

Socrative is less like a game. The free version allows both multiple-choice and short-answer responses.

Each student needs

  • Device (smartphone, laptop, tablet) OR 1 device per team of 2-4 students
  • Wifi connection

The teacher needs

  • Device to set up Socrative, Kahoot, or Pear Deck
  • Projector or large screen
  • Wifi connection

Tutorials for Kahoot:

Tutorials for Socrative:

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ICTを活用した授業 Using technology in the classroom

Posted by Betsy on August 1, 2021 in InstructionalDesign, Language, Web2.0 |

3年度教員免許状更新講習

It is my honor to serve as a lecturer for the 2021 teaching license renewal training on August 2, 2021, at Kyoto Sangyo University.

Slides from workshop

Part 1: In-class response systems

In-class response systems allow students to respond to questions during a lesson.

Socrative, Kahoot, and Pear Deck (high-tech classrooms)

Kahoot is like a game, but only allows multiple-choice questions (a, b, c, d).

Socrative is less like a game, but allows both multiple-choice and short-answer responses.

Pear Deck is an add-on for Google Slides that lets you include questions in a presentation. It allows multiple-choice, short answer, and some other types of questions.

Each student needs

  • Device (smartphone, laptop, tablet) OR 1 device per team of 2-4 students
  • Wifi connection

The teacher needs

  • Device to set up Socrative, Kahoot, or Pear Deck
  • Projector or large screen
  • Wifi connection

Tutorials for Socrative:

Tutorials for Kahoot:

Tutorials for Pear Deck:

Plickers (low-tech classrooms)

Plickers allows multiple-choice questions only.

Each student needs

The teacher needs

  • Device to set up Plickers (computer, tablet; smartphone not recommended)
  • Device to scan paper cards (smartphone, tablet)
  • (Ideally) projector or large screen

Tutorials

Part 2: Digital games

Flippity games are easy to create using a Google spreadsheet.

Each student needs

  • Nothing (teacher-led game) OR 1 device (smartphone, laptop, tablet) per team of 2-4 students

The teacher needs

  • Google account (free)
  • Device to set up game
  • Projector or large screen (for teacher-led game)

Flippity board game

Flippity quiz show

評価テスト①

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Announcing the Language Center Handbook 2021!

Posted by Betsy on June 28, 2021 in InstructionalDesign, Language, Web2.0 |
Language Center Handbook 2021 announcement

I am excited to announce the publication of the Language Center Handbook 2021, which I coedited with Dr. Angelika Kraemer.

You can download the table of contents and find the link to purchase a hardcover copy on the IALLT website.

The Language Center Handbook 2021, edited by Elizabeth Lavolette and Angelika Kraemer, is the latest volume in the International Association for Language Learning Technology’s (IALLT) Language Center Management and Language Center Design volumes. The chapters span a much broader geographical area than the previous Language Center Handbook (2018), including authors based in Canada, Germany, Hong Kong, Japan, Mexico, and the US. Unlike previous IALLT volumes, the definition of language spaces is expanded to embrace language labs, language centers, and self-access learning centers. The topics cover the origins and fundamentals of language spaces, designing and redesigning these spaces, and technologies used and supported by language spaces. For the directors and staff of language spaces, this publication is a valuable resource for developing and reimagining affordances and services. For administrators, the Language Center Handbook 2021 provides a basis for understanding the potential and unique value of language spaces.

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CALICO 2021 presentation

Posted by Betsy on June 6, 2021 in InstructionalDesign, Language |

Lavolette, E. (2021, June). Games for learning: Using games as the basis for teaching learning theory to Japanese undergraduates. Paper presented at the Computer Assisted Language Instruction Consortium Conference, USA, online.

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Introduction to English Linguistics: Spoken discourse examples

Posted by Betsy on March 11, 2021 in Language |
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