CHAPTER VI
ESP
COURSE DESIGN
A
great deal of research has gone into teaching and learning theories over the
years. It is now recognised that learners learn in different ways. By looking
at different learning styles, practitioners can maximise the learning potential
of their students by making simple arranges to their teaching style and lesson
plans. The interaction of the learner with the materials is one of the most
significant factors affecting how the learner progresses and is considered
central to the design of English learning materials.
A
sound way to develop English learning materials is to follow some basic design
principles. This is often referred to as 'Instructional Design'. It is also
important to note that developing English learning materials is not just about
online materials; it is quite literally the use of any technology that supports
the learning process.
Therefore,
this guide is offered as a plain English approach and seeks only to plant some
thoughts on how to go about introducing technology into your learning using
some basic design principles. English learning materials can come in many
different kinds and formats and there are numerous examples, styles and
designs. Some of these include:
·
Complete start to finish linear
web-based pages. This is where the learner starts at page 1, then moves to page
2, 3 etc and follow the material through to the end page. Materials are often
text based, possibly with a few graphics and hyperlinks to other resources.
However, the question the designer should ask is: "Is this material
stimulating, engaging and interactive - does it add value, or is it a web-based
'chalk/broad maker and talk' approach"?
·
Complete start to finish non-linear
web-based pages, which are similar to those above, but the navigational
structure allows the learner to move around the materials in whatever order
they wish to. Essentially, this gives the learner more control over their
learning as they can decide in which order to view, return to, or skip pages.
·
Learning objects. These are often
`parts´ of specific learning content that are slotted, or dropped into a course
or workshop, to provide extra stimulus, or to achieve a specific purpose.
Learning objects might include audio, video or Macromedia Flash elements.
Equally they could be Microsoft PowerPoint presentations, spreadsheets or other
documents.
·
Web-based pages. These enable learners
or tutors, depending on the type of page, to input information into the page.
On `submission´ the inputted information is then returned to the learner or
tutor in another predefined format. There are many different examples and types
of web based page. It is also important to note that web based pages could be
an element within a visual add. Pages could include:
o
an interactive game or exercise to
re-enforce learning or to suit a particular learning style,
o
a simple quiz to provide a check back on
learning, identify learning needs, or accredit prior learning. Quizzes can come
in many different formats and kinds,
o
a form on any subject requiring the
input of answers or other information.
·
Visual Add. Visual Add are often linear
or non-linear and which offer advice, instruction or content on how to do
something. Other types of Visual Add can be produced using English book style.
Again, it should be noted at this stage that there are a great many different
and varied interpretations of what constitutes a Visual Add.
In
the examples above, it is important to understand that the technology should
support the pedagogy (the theory in which tutors are responsible for making
decisions about what will be learned and where and how it will be learned), and
not the other way around.
It
is equally important to think about how to empower the learner through the
English learning material to take control of their own learning so that their
learning becomes self directed.
We
have learnt many lessons in the past few years to suggest that sometimes the
excitement of the technology can override its purpose to support a blended
learning approach (an approach combining both technology and face to face
teaching styles), which is both a stimulating and engaging learning experience
for the learner. Therefore, the implications for designing English learning
materials suggest that:
1.
Learners should know why they are
learning something and what they can expect to achieve once they have completed
the learning experience - the aims and objectives.
2.
The materials should be appropriate to
the type of learner.
3.
The materials should be motivating,
engaging and interactive - exciting the learner into wanting to learn.
4.
The assessment or learning evaluation
should directly involve the learner.
Creating
English Learning Content
Tutors
may wish to create their own 'part' of English learning. When creating a part
of English learning, the designer should encompass a few basic pointers. These
should include:
1.
Learning objectives should be clearly
stated for the benefit of tutors and learners.
2.
Content should take the learner from the
known to the new learning in appropriately sized stages.
3.
Content and navigation should follow a
clear strategy, but not be linear in design, allowing the learner to reflect
on, review and digest new learning, and not just regurgitate facts.
4.
Content should demonstrate how new
knowledge and skills can be applied to real problems.
5.
Content should be accurate, valid,
up-to-date and without errors.
6.
Materials should stimulate and motivate
the learner.
7.
Materials should include activities for
the learner, keeping the learner involved and engaged.
8.
The design should stimulate responses
from the learner.
9.
The materials should be appropriate for
the target audience.
10.
The language should be appropriate for
the target audience.
11.
Materials should provide useful and
supportive feedback based on the learners' responses.
12.
The use of media (video clips, sound
files, and animations) should be appropriate to the learning objectives and
should not be used gratuitously.
13.
Appropriate help facilities should be
provided for the learner.
In developing materials, content
designers should draw on:
1.
Knowledge of the subject matter.
2.
Knowledge and understanding of the
target audience.
3.
Knowledge of how the subject is taught.
4.
Subject experts to write content at a
level appropriate to the target audience.
5.
Knowledge of students? Problems learning
the subject.
6.
Ability to identify suitable topics and
tasks for multimedia based online learning.
7.
Feedback from potential users (both
tutors and students).
8.
Knowledge and understanding of issues
relating to learning online.
BIBLIOGRAPHY
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