c.
Selecting ICT Resources
The
teacher in the case study is completely at home with the skills
behind most of the options we have looked at above, though he
has limited knowledge of PowerPoint and is likely to be shown
things by pupils as much as the other way around. He has used
practical games, already has some word-processed materials, he
has seen some good sites on the World Wide Web, and he knows how
to use a CD-ROM.
You
may not be in the same positions as he is, so we shall look at
the options in the context of your school and your experience.
Think about the following points as they apply to you:
Use
discussion only, and not use any ICT (or other technology) at
all.
I have a bit of a problem with this (I would say that, wouldn't
I?) in as much as my own experience of working with this area
of work is that it is both hugely enjoyable - on its own, without
technology - and very challenging for young people. Especially
in terms of the objectives set for this case study, there are
some interesting ways of using ICT to play games and generate
models that we shall see as we go along. For this reason, and
because you and your pupils will come up with further ideas of
your own once you have seen the basic idea at work in the case
study, I would not want to discount ICT altogether.
Use
a word processor package to create worksheets on the area of work.
Here the question is one of how much the pupils will learn, retain
and organise if the teacher spends his time on creating learning
and testing resources using a word-processor, and how much they
would have done so anyway. My own view is that it need not take
much time to create high quality learning resources that integrate
text, graphics and other stimuli - flow charts and tables, for
example, that illustrate processes and products. It also seems
likely that the time spent on creating high quality resources
of the sort the teacher wants is likely to be returned in the
adaptability and re-usability of the resources.
Undertake
a practical exercise based on the game 'Chinese Whispers' and
introduce a variety of sentence and message types to it.
Most of us have done this, and it is often enjoyable and capable
of generating interesting and engaged responses to the practical
questions of communication. I have just two problems with it.
Firstly, it is as unpredictable as all acts of group communication,
and the points that we want to illustrate are not always generated
by the game. Secondly, because it is practical, there has to be
a jump from the exercise to the understanding of the principles
that not all pupils appreciate. I still play the game, and still
enjoy it, but I also now use the electronic game where I want
to get more reliable results in terms of pupils' understanding
of the principles and in terms of their ability to model and control
communication in line with the principles.
Use
the World Wide Web to gather resources.
The way this case study works is not so much by gathering resources
from the web as by using a specific range of facilities on the
web for purposes quite different from those for which they were
designed. I am referring here to the on-line translation services
that you will find referenced later in the case study. These services
are generally very poor at doing what they are suppose to do -
providing immediate translations between languages - but it is
this that makes them excellent for a game of Electronic Chinese
Whispers. By in-putting a variety of sentences for translation
between languages, and by varying the sentences, the languages
and the translation engines themselves, we can illustrate important
points about communication in a single language.
Have
pupils present their findings through a PowerPoint classroom presentation,
and/or send this presentation to other schools/organisations for
sharing and discussion.
However pupils formulate ideas, you can have them use PowerPoint
not only to express and exchange the ideas but also to provide
the modeling and controlling element of the work. The supplementary
resource that comes with this case study provides the beginnings
of an example of a PowerPoint presentation that collates the various
types of translation error into a model of the sorts of things
that can go wrong between speakers of the same language. The basic
types of errors are:
-
Sentence length - this is achieved by simply inserting lists
into sentences to complicate the translation engine's job and
add time to the task.
- Sentence
complexity - this is achieved by adding clauses to the sentence.
- Ambiguity
in language items - words or phrases - this is achieved by using
words we know have several meanings when translated into French,
German or Spanish, or by introducing idioms.
- Number
of communication acts - this is achieved by putting the same
sentence through a number of translation acts - from English
to French to German and back to English, for example.
- Communication
context - this is achieved by varying the translation service
- there are several on-line, and the differences between them
can be quite marked even at simple vocabulary/simple sentence
levels.
Now
that you've looked at my ideas about the options available, you
need to make your own choices. The teacher in the case study has
decided to use all options including PowerPoint, and to combine
two or more in particular sessions over a two-week period. You
need to plan to do something of this sort. On the next page, make
a copy and fill out the summary to help you get focus on what
you will do. I've put in some suggestions - you can use these
as you like. Think of some uses of your own, and make a short
note on what you will have to do to make it work, what you expect
the benefit to be to your pupils, and what difficulties you expect
to encounter when you do it in the classroom.
Resources
Selected for Work on Electronic Chinese Whispers
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