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Instructional materials (IMs) are very significant because they contribute significantly
to student learning and instruction. The use of them in language lessons makes
language learning more interesting and real. It enables both the instructor and the
student to eagerly participate in language learning activities, providing students with the
chance to gain the language information and abilities targeted at in their sessions. Many
teachers employ conventional instructional resources to improve the teaching-learning
process. This topic aims to present to you the innovative ICT-based instructional
materials that can be used to enhance language instruction. Texts, charts, models,
pictures, and other items that are typically offered in printed materials will be shown
utilizing interactive ICT technologies to enhance IM development and presentation.
B. Language Instructional Materials Supported by Technology Tools
Ajoke (2017) cited the different types of instructional materials in teaching
English as a second language. These types are also useful in teaching other language.
1. Cartoon
A cartoon is a simple picture of an amusing situation; sometimes it is a
satirical comment on a serious or topical issue. A strip cartoon is a sequence of
framed drawings, which tell a story. Both types are to be found in newspapers,
magazines and leaflets. In development situations, a cartoon is a method of
conveying a specific message. Using cartoon pictures enable students to discuss
sensitive issues and so are useful for teaching and learning. Listening skills in the
language class can be extended and developed using cartoon strips.
Different cartoon making software that you may use or let your students use:
e. Pixton - The world's most popular comic maker and storyboard creator for
teachers and students.
2. Journals
Journals are records of personal insights and experiences of students.
These can serve also as an instructional material to be used by teachers to be
able to manage the reflections and sharing of insight in the class. Journal writing
is a very good activity for students because they have the freedom to write their
thoughts and feelings about their learning experiences.
The following are some examples of free technological applications that
can be used to help students write their journals digitally:
a. Perspective App by Blinky - A perspective that aims to capture your
emotions and moods. It's not just writing down your thoughts or lists; it's
reflecting on your feelings from day to day. And for a free app, I was pleased
that there are no annoying pop-up ads
b. Journey Journal App – This app lets you create entries and access them
anywhere. It can make your journaling experience all the more effortless,
smooth-sailing and universal across all platforms and devices.
c. Momento Journal App - An app that automatically turns your photos into
GIFs for easy sharing. This is available in a standalone format to all iPhone
and iPad users, outside of iMessage.
d. Penzu Journal App - Penzu is a free online diary and personal journal
focused on privacy. It easily keeps a secret diary or a private journal of notes
and ideas securely on the web.
e. Diaro Journal App - Multiplatform online diary and mobile app designed to
record your activities, experiences, thoughts and ideas.
3. Bulletin Boards
Digitally, a teacher can develop online bulletin boards where he or she
may post some language activities or information that are helpful for the students’
acquisition of the language competencies. There are applications (Ferlazzo,
2011) that can be used for this purpose and these are:
a. Waillwisher (now called Padlet) – This was the first online application that
enables you to place virtual post-it notes on a virtual corkboard or bulletin
board easily and allows you to post text, images, and/or videos on them.
c. Popplet – You can make an online “bulletin board” with virtual “post-its”
(called “popplets”). Except for the fact you have to register to use it, Popplet is
just as easy and, in some ways, easier to use with a lot more functionality.
d. Spaaze – Spaaz offers its users so called “boards”. Each board is an infinite
space which resembles a virtual cork board – hence the default cork
background, but other backgrounds are available. On these boards, items can
be put.
e. Group Zap – This app joins a long list of online virtual “corkboards.” It has
some nice features, including the ability to convert your board to a PDF and
being able to “drag-and-drop” images and documents from your files.
f. Realtime Board – This is an online whiteboard that seemed like a decent tool
for real-time collaboration. It’s easy to use, and lets you upload images from
your computer or by its URL address. They offer free “Pro” accounts to
educators.
The following computer-based resources for learning (drill and practice, tutorials,
simulations, educational games, intelligent tutoring systems, and virtual reality) are
sometimes needed to support learners when more common online strategies,
described in other parts of this book, will not suffice. Some drill and practice
activities can be effectively provided within learning management systems. However,
depending on the learning domain, thinking level required, complexity of the problem
presentation, and feedback that needs to be provided, some drill and practice activities
will need to be created on tools such as Macromedia Flash. In general, all of the other
resources described below need to be created on software that is not found within
learning management system.
Tutorials
Tutorials are programs in which the computer imitates a human tutor. In tutorials,
information or concepts are presented, questions are asked, responses are judged, and
feedback is provided.
Tutorials:
Should include frequent questions and/or other activities that require the
learner to think, as well as provide detailed feedback.
Can be used for many low- and high-level skills.
Can include drill and practice.
Can include solving problems.
Often include branching to remediation and enrichment.
Often include testing.
Simulations
Simulations present or model the essential elements of real or imaginary situations.
Computer-based simulations (e.g., flight simulators) allow students to learn by
manipulating the model in similar ways to real world situations.
Simulations can be used for teaching many skills including:
Properties of physical objects such as a comet in its orbit
Rules and strategies such as in war games, making predictions about forest fire
behavior or avalanche potential, or building a city
Processes such as laws of supply and demand
Procedures such as diagnosing illnesses
Situations such as teaching instructors how to deal with student behaviour and
attitudes
Simulations are often used when real situation training is:
Dangerous (e.g., nuclear power plant procedures and police maneuvers)
Expensive (e.g., landing a space shuttle)
Unethical (e.g., when it is not appropriate to use humans)
Not easily repeatable (e.g., avoiding a run on a bank)
Unavailable (e.g., historical events such as the economics of the Great
Depression, how to respond in a robbery, or operating a business)
Not conducive to learning (e.g., when learning is difficult because the learner
must consider too many stimuli at once, such as in the cockpit of a modern
airplane)
Affected by reality such as time (e.g., simulations can provide genetic data about
successive generationsimmediately, where reality could take months or years)
Inconvenient (e.g., experiencing Arctic survival, undersea, and outer space
conditions).
Simulations can be very effective, when:
The knowledge gained tends to transfer well to real situations if students can
apply their existing knowledge and experience. Active student participation is
critical.
Effectiveness increases if the simulation is logical or comparable to real
situations.
Effectiveness is enhanced if students are aware of the learning outcomes.
Effectiveness increases if students can gradually build their skills. For example,
when first learning how to operate a nuclear power plant, the student should first
learn each system independently, of dependent systems, and then the entire
system.
Effectiveness can stem from students being very motivated to learn. Imaging your
motivation if you are involved in a life and death situation, or investing your life
savings.
Educational Games
Educational games are usually decision-making activities that include rules, a goal,
conditions or constraints, competition, challenge, strategies, and feedback. Games can be
as simple as answering questions to win Tic-TacToe or filling in crossword answers to
more complex games that require interactions with other learners.
Educational games:
should encourage the development of specific skills
The skills can be in specific subject areas such as science and math or general
skills like literacy, problem solving, critical thinking, and decision making.
Success should be based on whether the specific learning outcomes have been
met, rather than on good hand-eye coordination.
can be used to teach many different skills
One difficulty is that games tend to require more explanations of the goals,
learning outcomes, and directions than tutorials or drill and practice methods.
Without guidance, learning is less effective.
can be an effective, motivational, and fun way to learn
To be effective, the game must be challenging, students must be actively
involved, and students must be given feedback and guidance with respect to the
learning outcomes.
Research has shown that many learners like to learn through educational games.
Some educational games are a part of simulations that involve competition and/or
cooperation.
Both males and females can enjoy and learn from games suited to their interests.
are sometimes a waste of time
Some products are fancy but do not teach well.
Evaluate a game before purchasing it to ensure that the game teaches an important
skill effectively. Some games may lead to violent and aggressive behaviors.
Some people erroneously believe that games cannot be effective teaching tools.
Intelligent Tutoring Systems
Intelligent tutoring systems attempt to mimic the “perfect instructor”. The basic
requirements of an intelligent tutoring system include the ability to:
model the learner
track misunderstandings
generate appropriate responses
Intelligent Tutors Are Software That Mimics Real Tutor/ Student Interactions.
Poses Problems
Provides Support to Students
Redirects Mistakes
Provides Encouragement
Inquiry-based Intelligent Tutoring Systems
Guides students through the inquiry process
Crosses discipline
Engages critical thinking
Virtual Reality
Virtual reality (VR) allows people to be totally immersed in an artificial or simulated
environment, while experiencing the environment as real. This happens because the
participant has a first-hand or personal experience of the events, distractions are
minimized since only virtual images are seen, and the participant can interact naturally in
real time, such as by pointing and looking, rather than by using a joystick, mouse, or
keyboard. VR can feel so real that some people experience vertigo when sensory inputs
to the brain are in conflict. VR systems can include a variety of media such as video,
visuals, animation, and audio. In a sense, VR is an extension of simulations that can be
created with readily available hardware and software. Commercial flight simulators are
examples of this.
Learning can be by discovery, experimentation, through guidance using a variety of
instructional approaches, or by practice and feedback. The potential for testing in a
virtual environment is exceptional. For example, students could virtually perform an
operation, put out a fire, or apprehend a thief. For practical reasons, it can be risky to
develop an educational VR system at this time:
There are few experts in VR design and programming.
The authoring software is mediocre but getting better.
Extra equipment is needed for developing and using these programs.
The instructional challenge is to ensure that the practical skills taught via the computer
transfer to the real world. The foundation for the instructional design is the learning
outcomes, which should be based on what the learner actually needs to do. Based on your
learning outcomes, the design phase leads you to creating an instructional strategy that
guarantees effective learning. To do this:
Consider simulation, discovery-learning techniques, and active experimentation.
Determine what level of skill you can achieve.
Organize the information into small enough chunks for the students to learn
successfully.
Include some content on the potential for making mistakes.
Include media, as needed, to enhance learning as well as to test skills.
Determine whether testing is realistic enough and a true performance measure.
Make the program highly interactive throughout.
I. Conclusion
In the future, the individual objective of students, their desired outcome, their
styles of learning are going to have major roles in the design of curriculum. With
internet and advent of information superhighway, a new definition of teaching and
learning is easier to design and implement. Finally, technology provided changes for
a more realistic and productive teaching and learning environment.
Computer can play an important role in enhancing the efficiency of the language
teaching process, making students more creative and providing them with an
individualized learning environment. Amongst all teaching strategies, Computer
Assisted Teaching is perhaps the best because it offers
individualized instruction.
The following websites are organized by Softonic (2020) which may help pre-
and in-service language teachers prepare their flashcards for their language
classes.
i. Anki
Flashcards produced by Anki contain text, sound, images, and formatted
documents in standards LaTex.
Another unique feature is, it can be added on for Mozilla Firefox which
allows you to add words and create flashcards directly online.
i. Google Forms
It is an application that can be used in a collaborative documentation of
ideas contributed by members of the team.
ii. Monkey Survey Form
It is a tool used for survey like survey questionnaires, polls, customer
feedback, and market research and dens it to target respondents.
Here are the other worksheets and forms:
iii. Paper Forms vi. Type Form
iv. Survey Planet vii. Cognito Form
v. Quick TapSurvey viii. Ninja Forms
III. Body/Content
Brochures
A brochure is used to advertise a company and its products or services (Lucid
Press, 2020). Some applications that you may use to develop your brochures are:
Microsoft Publisher
Canva
Venngage
Visme
Flipsnack
The following are also important factors to consider when preparing a pamphlet/brochure:
Start with a purpose
Know the audience
Work with fonts that go well together
Use grids
Be bold
Conclusion
In conclusion, newsletters, pamphlets, and brochures are used to spread information
and spread awareness, creating or preparing these can also help you develop your
language skills, like using words that are simple and easy to understand so everyone can
read and understand it and it will also help you broaden your vocabulary. These
technological tools can be used as instructional materials in language learning as it helps
the learners develop their skill in writing and constructing a sentence with correct
grammar and spelling.
I. INTRODUCTION
The era where computers rule the world is here. Just as technology plays a
major key role in business relations, entertainment, music, movies, and almost every
aspect of our everyday lives, it plays an equally important role in education. Studies
have shown that 90% of students have access to some type of computer or mobile
device – whether at school, at work, or at home. So, it’s not surprising to see the
evolution of classrooms and teaching methods gravitating in the direction of
technology.
New, technology-integrated classroom systems have become popular for
language learning in the recent years. Blended learning, virtual classrooms, and
learning management systems are all examples of this new era of teaching
methodology that top pedagogical experts are endorsing.
II. BODY
Ajoke (2017) cited the different types of instructional materials in teaching
English as a second language. These types are also useful in teaching other
languages.
I. Instructional Charts
One of the common types of instructional materials in language teaching
and learning is a chart. Charts can be seen on printed materials but their
presentation can be enhanced and are presented in 3D or 4D form with the aid
of technology. Charts can help language learners read with understanding data
and concepts that are not presented in text forms. By the use of charts, students
writing skills beyond text writing are enhanced because some charts also involve
how to show relationships and demonstrate processes and so on. The following
are some of the many technology tools that can be used to develop charts:
a. Microsoft Word
Microsoft Word does not only allow you to create documents but it
also has a provision to allow you to create charts or graphs that will add
to the visual appeal of the presentation of your text.
b. Microsoft Excel
c. Microsoft PowerPoint
PowerPoint offers various tools that can make your presentation
interactive, one of its features is to present charts in a slide.
d. iOs, Android and Windows Phone and iPad Chart Maker Apps
These ure Numbers, Viz, 3D Charts, Chart Maker, Graphing
Calculator HD, Roambi Analytics, and Cinph.
II. Posters
Many of the schools in the Philippines have been requiring their students
to participate in poster-making activities to further develop their creativity and to
help them express their ideas through a pictorial device. With the advent of
tutorial videos on YouTube, students can develop more creative and digitalized
posters. Moreover, there are several applications that students can download
and use for their poster making activity. These are free samples of the free
poster maker applications available:
a. Spark Post (https://spurk.adobe.com/mukeiposters)
Adobe Spark is a suite of design tools that allows you to make your
own posters, videos and webpages using your computer or i0S mobile
device. The poster-making tool of this collection of apps is called Spark
Post. This app offers a range of poster templates and layouts that you can
use to create your own custom posters for sharing on social media and for
print.
d. Posterini (https:/wwW.posterini.com)
Posterini poster maker redefines the meaning of design, combining
augmented reality, artificial intelligence and gamification in a unique way.
e. PosterMyWall (https://www.postermywall.com/)
It is a website that features amazing poster templates and has an
essay-to-use custom graphic service.
III. CONCLUSION
It is rare to find a language class that does not use some form of
technology. In recent years, technology has been used to both assist and
enhance language learning. Teachers at K-16 levels have incorporated
various forms of technology to support their teaching, engage students in the
learning process, provide authentic examples of the target culture, and
connect their classrooms in the U.S. to classrooms in other countries where
the target language is spoken.
Professional practitioners and academicians were able to share their thoughts about UDL
principles. These principles are very important for us to appreciate how we can integrate the
concept in out ICT-pedagogy integration.
a. Provide the same means of use of all users: identical whenever possible; equivalent when
not.
b. Avoid segregating or stigmatizing any users
c. Give provision for privacy, security and safety should be equally available to all users.
d. Make the design appealing to all users.
Example:
Example:
a. Use different modes (pictorial, verbal, tactile) for redundant presentation of essential
information.
b. Provide adequate contrast between essential information and its surroundings.
c. Maximize “legibility” of essential information.
d. Differentiate elements in ways that can be described (i.e., make it easy to give
instructions or directions)
e. Provide compatibility with a variety of techniques or devices used by people with sensory
limitations.
Example:
Example:
An undo feature in computer software that allows the user to connect mistakes without
penalty.
Example:
a. Provide a clear line of sight to important elements for any seated or standing user.
b. Make a reach to all components comfortable for any seated or standing user.
c. Accommodate variations in hand and grip size.
d. Provide adequate space for the use for assistive devices of personal assistance.
Example:
Controls on the front and clear floor space around appliances, or mailboxes
Wide gates at subway stations that accommodate all users.
In conclusion, the main function of the National Disability is to provide advice and
information to the minister of justice on equality on matters concerning policy practices
in relation to people with disabilities, and to assist the minister in the coordination of
disability policy.
CHARACTERISTICS OF EFFECTIVE AND EFFICIENT INSTRUCTIONAL
TOOLS
Instructors and/or instructional designers should cast a wide net and aim
for a variety of materials to include in their course. At the same time, they should
be deliberate with these choices so that the course has the appropriate
combination of instructional materials.
PROMOTES ACTIVE LEARNING
Instructional materials are expected to help promote active learning. Through the
use of interactive technological tools, learning interest is stimulated and students’ Focus
is redirected. By this, students and teachers will be highly engaged in learning process.
In The International Society for Technology in Education (ISTE) Cited by Barron (2002)
Gave the following descriptions of a learning environment that uses interactive
technologies:
3 Ways Technology Can Help You Teach to develop Critical Thinking Skills
1. Interactive activities can stimulate student interest and improve academic achievement.
Research confirms that students are better able to grasp complex concepts when
key information and tasks are explained using a wide array of modalities (verbal,
visual, graphical, and symbolic) and instructional formats (video lectures, graphic
displays, audio files, and simulations). Digital learning environments foster critical
thinking and increase the accessibility of content by offering learners more options
for applying knowledge and skills.
Content: Figuring out what a student needs to learn, and which resources will
help
Learning environment: How the classroom “feels” and how the class works
together
MOTIVATION
The use of instructional materials is a big help for the teacher to facilitate
the teaching-learning process. The use of these materials is expected to pay
attention and actively participate. With the ubiquity and variety of educational
tools available to language teachers, selecting the most appropriate and best
format is very critical to formulate learner motivation.
MULTISENSORY
b. PowToon
d. Slide Rocket
e. Prezi
IV. Conclusion: