Making EFL Matter Pt. 6: Prepared to Learn

image of students

The present series of posts is looking at how EFL courses and classes in Japan might be improved by considering some of the techniques and activities emerging in ESL and L1 mainstream education settings. Previous posts have looked at goals, data and feedback, discussion, portfolios, and prolepsis and debate. The basic idea is to structure courses in accordance with the principles of formative assessment, so students know where they are going and how to get there, and then train them to think formatively and interact with their classmates formatively in English. All of the ideas presented in this series came not from TESOL methodology books, but rather more general education methodology books I read with my EFL teacher lens. I realise that this might put some EFL teachers off. I don’t think it should, since many of the widely-accepted theories and practices in TESOL first appeared in mainstream classes (journals, extensive reading, portfolio assessment, etc.); also,  the last few years have seen an explosion in data-informed pedagogy, and we would be wise not to ignore it. In this post, however, I’d like to go back to TESOL research for a moment and look at how some of it might be problematic. Actually, “problematic” may be too strong a word. I’m not pointing out flaws in research methodology, but I would like to suggest that there may be a danger in drawing conclusions for pedagogy from experiments that simply observe what students tend to do or not do without their awareness raised and without training.

I’ve been reading Peer Interaction and Second Language Learning by Jenefer Philps, Rebecca Adams, and Noriko Iwashita. It is a wonderful book, very nicely conceived and organized, and I plan to write a review in this blog in a short time. But today I’d just like to make a point connected with the notion of getting learners more engaged in formative assessment in EFL classes. As I was reading the book, it seemed that many of the studies cited just seemed to look at what learners do as they go about completing tasks (very often picture difference tasks, for some reason). That is, the studies seem to set learners up with a task and then watch what they do as they interact, and count how many LRE (language related episode) incidences of noticing and negotiation of language happen, or how often learners manage to produce correct target structures. Many of the studies just seem to have set learners about doing a task and then videoed them. That would be fine if we were examining chimpanzees in the wild or ants on a hill; but I strongly believe it is our job to actively improve the quality of the interactions between learners and to push their learning, not just to observe what they do. None of the studies in the book seem to be measuring organized and systematic training-based interventions for teaching how to interact and respond to peers. In one of the studies that sort of did, Kim and McDonough (2011), teachers just showed a video of students modelling certain interaction and engagement strategies as part of a two-week study. But even with that little bit of formative assessment/training, we find better results, better learning. The authors of the book are cool-headed researchers, and they organize and report the findings of various studies duly. But my jaw dropped open a number of times, if only in suspicion of what seemed to be (not) happening; my formative assessment instincts were stunned. How can we expect learners to do something if they are not explicitly instructed and trained to do so? And why would we really want to see what they do if they are not trained to do so? Just a little modelling is not bad, but there is so much more that can be done. Right Mr. Wiliam? Right Ms. Greenstein?

Philps et al. acknowledge this in places. In the section on peer dynamics, they stress the importance of developing both cognitive and social skills. “Neither can be taken for granted,” they state clearly (pg. 100). And just after that, they express the need for more training and more research on how to scaffold/train learners to interact with each other for maximum learning:

“Part of the effectiveness of peer interaction…relates to how well learners listen to and engage with one another…In task-based language teaching research, a primary agenda has been the creation of effective tasks that promote maximum opportunities for L2 learning, but an important area for research, largely ignored, is the training of interpersonal skills essential to make these tasks work as intended” (pg. 101).

But not once in their book do they mention formative assessment or rubrics. Without understanding of the rationale of providing each other with feedback, without models, without rubrics, without being shown how to give feedback or provide scaffolding to peers, how can we expect them to do so, or to do so in a way that drives learning. Many studies discussed in the book show that learners do not really trust peer feedback, and do not feel confident in giving it. Sure, if it’s just kids with nothing to back themselves up, that’s natural. But if we have a good system of formative feedback in place (clear goals, rubrics, checklists, etc.), everyone knows what to do and what to do to get better. Everyone has an understanding of the targets. They are detailed and they are actionable. And it becomes much easier to speak up and help someone improve.

Teachers need to make goals clear and provide rubrics detailing micro-skills or competencies that learners need to demonstrate. They also need to train learners in how to give and receive feedback. That is a fundamental objective of a learning community. The study I want to see will track learners as they enter and progress in such a community.

 

Kim, Y., & McDonough, K. (2011). Using pretask modeling to encourage collaborative learning opportunities, Language Teaching Research,15(2), 1-17.

 

Making EFL Matter Pt. 5: Prolepsis, Debate, and Benny Lewis

image of man reading a book As a young man, I was part of a legion of English teachers working in Japan. A large number of us “teachers” working day in and day out at language schools and colleges were actually travelers trying to save money for their next trek through Nepal or to live on a beach on Boracay or Koh Samui  (very different in 1986) for as many months as possible before they had to work again. At least some of these people, in order to be able to stay in Japan and teach/work, pretended to be in the country for the purpose of studying something–flower arrangement, karate, or Japanese language, for example. One guy, ostensibly studying Japanese, dutifully went to the immigration office each year to renew his visa. And each time, he struggled greatly with the rudimentary questions the officer asked him in Japanese. At the end of the conversation, the immigration officer would kindly offer him encouragement because “Japanese was a hard language” to learn.

That same sentiment–that you are just studying the language and can’t really use it yet–is still surprisingly common in many institutional programs for learners of many languages. I have often heard college students say that they want to go to the US “after my English is good enough.” The opposite of this “not yet” concept is  prolepsis, “the representation or assumption of a future act as if presently existing or accomplished” (from Merriam-Webster). It is a lovely little term I came across in Walqui and van Lier (2010). They recommend  treating students proleptically, “as if they already possess the abilities you are seeking to develop” (pg 84). In other words, throw them in at the deep end, and both support and expect their success. High school and college in Japan are perfect places for putting this approach into practice. Why? Because learners have already had somewhere between 4 and 10 previous years of of English exposure and learning. It’s time to stop pretending that they can’t use it. Right Benny?

People like Benny Lewis are not usually taken seriously in the TESOL world, but they should be. Watch the video and see how many things he gets right. Polyglots learn languages successfully, he says at one point, because they are motivated to “use it with people” and they go about doing so. That is some good sociocultural theory there. He also dismisses five of the barriers that people so often accept to explain their own lack of success with language learning, and addresses the growth mindset and time and resource management that he and his friends have found a way to make work for themselves. But what I find most amazing about Mr Lewis and others like him is that they are living examples of acting proleptically with language learning. They learn it, use it, love it, and  repeat. They don’t stop to worry about whether they are “ready.” They don’t let things like having few resources around, or no interlocutors nearby, to interfere. They challenge themselves to learn what they can and then actively seek out opportunities to use that, monitoring their progress by continually testing it out. I admire their passion. I  borrow strategies and techniques from them to pass on to my students. If we are not helping our students make use of Skype or Memrise or Quizlet or any of the many other tools available, we are doing a great disservice to our young charges.

But not only should we be introducing websites, we should be expecting our learners to use them and to push their learning. You can do it. No excuses. Of course you can handle basic conversations in the language. I expect nothing less than that. And let’s see what you can really do when you push yourself. I expect success. I assume it and design my activities around it. Prolepsis. We sometimes hear the word rigor used to describe education. We can also talk about holding higher expectations for our learners. Without a curriculum designed with the idea of prolepsis, however, it is likely empty talk. It sounds good, but is not actionable. Van Lier and Walqui list these three directives if we are serious about really making our curriculum, well, serious:

  • Engage learners in tasks that provide high challenge and high support;
  • engage students (and teacher) in the development of their own expertise;
  • make criteria for quality work clear for all

We can see immediately that some of the things Mr. Lewis is suggesting get learners to do these things. I’ve talked before about rubrics and portfolios and making the criteria for success clear in other blog posts, but today I’d like to finish up this post by talking about an activity that does all these things, and it gets students to perform proleptically: debate. Now debate has a bad reputation in Japan. Many teachers think it is too difficult for students. Some teachers think it focuses too much on competition. These points may have some validity, but they should not prevent you from doing debate. We do debate, like JFK said we should go to the moon, because it is difficult. And if we have students debate both sides of issues, what begins to emerge is a keen sense of examining any issue–for looking at what is important and how important, and questioning and explaining that. Debaters behave proleptically, because they have to. Debating adds critical thinking structure to discussions about plans. Debaters learn to consider the status quo. They learn to evaluate plans in terms of their effect and importance. They learn to write speeches describing these things, and they learn to listen for them and consider them critically. Because there is a set structure, we can support and scaffold our learners. But we cannot hold their hands all the way. Debate forces them to go off scripts at times, while never going off topic. There is also time pressure, and the debate takes place with other  people, an on-stage performance that is intimidating for everyone, and thus spurs learners to try harder. Yet, like scrimmaging with feedback, there are multiple opportunities to fine tune performance (and get repeated input). Every time I read about techniques to promote high standards, rigor, etc. , I always think to myself: That sounds an awful lot like debate, or Yup, debate can do that.  To me, it seems that debate is one technique that should not be left out, especially policy debate where learners research topics to come up with arguments for both sides in advance. Not only do we get four-skills language development, but we also get research skills, organization skills, and critical thinking skills development.

Show me another activity that does that.

This post is part of a series considering ways to add more focus and learning to EFL classrooms by drawing on ideas and best practices from L1 classrooms.

Part 1 looked at the importance of goals. Part 2 looked at using data and feedback. Part 3 looked at the challenges and benefits of academic discussions Part 4 looked at portfolios and assessment

Making EFL Matter Pt. 4: Portfolios and Assessment

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In principle, a portfolio is an easy to understand and intuitively attractive concept: students keep the work they produce. The real challenge of a portfolio is what you do with it. Without a clear vision of how the tool will be used, it can easily end up being a little like a child’s art box of works produced in art class in school over the years—just a repository of things we hold on to for no specific reason other than sentimental attachment. We might pull these works out to look at them from time to time, but they are not a clear record of achievement, nor can they help inform future learning decisions. The central function of a quality portfolio is to clearly provide evidence of growth and to “…engage students in assessing their growth and learning” (Berger, Rugen & Woodfin, 2014, pg. 261). Specifically what growth depends on the goals of the course or program. When a course or program has clear goals, a portfolio can have a formative or summative role in demonstrating a learner’s achievement or progress toward achieving those goals. There are also practical/logistical constraints on portfolio deployment. What artifacts should be included, how many should be included, where should the artifacts be stored, and how will the portfolio be assessed and by whom, are all important decisions. The results of these decisions can greatly impact the success of a portfolio as a learning tool.

 

Conceptualizing a portfolio

A portfolio is not simply a repository file. It must serve as a record of progress that is used to assess learning by the learner him/herself or by others. All decisions on its structure and deployment must start with this basic understanding. The design of the portfolio itself, and its integration into the syllabus (i.e., how it will be used on a regular basis) must aim to make it as easy as possible to record progress/achievement, to make visible evidence or patterns progress/achievement in the collected data. For this reason, not only student-produced academic work (essays, presentations, tests), but also documents that make progress and achievement salient should be kept in a portfolio. Such documents may include introductory statements, target-setting plans, records of times on tasks, assignment rubrics, progress charts, and reflection reports.

 

The importance of goals

In order to be effective, the portfolio must be closely aligned to the goals of the course or program and be able to show progress toward or achievement of those goals. In other words, it must be able to provide specific evidence of progress in achieving the target competencies in a way that is clear and actionable. It must also do so in a way that makes the most effective or efficient use of time. These goals can include knowledge goals, skill goals, or learning goals for constructs such as responsibility, autonomy, revision, collaboration, service and stewardship (to name a few). Without clear goals (usually arranged in a clear sequence), effective use of a portfolio cannot be possible. Without clear goals, the formative and reflective functions of a portfolio cannot be leveraged in a clear and actionable way. However, if students know what they are aiming for and can compare their work in how it meets the target competencies (using the descriptions and rubrics that define the goals/competencies), portfolios can be a powerful tool for reflection and formative feedback.

 

The importance of regular portfolio conversations

“In order for portfolios to be a tool for student-engaged assessment, including formative and summative assessments, they must be a regular part of the classroom conversation, not a static collection of student work” (Berger, Rugen & Woodfin, 2014, pg. 268). The portfolio must be a tool of measurement, like a bathroom scale, and can only be effective if it is used regularly. Students must regularly enter data into it (more on what kinds of data in the next section), and they must use it to look for patterns of success and gaps in learning/performance and strategy use. For this reason, providing clear guidelines and time to enter data into portfolios, facilitating the noticing of patterns and gaps, and giving opportunities for students to discuss their progress in groups, are all necessary. This will require classroom time, but also some scaffolding so students can understand how to work with data. Student-led conferences (mini presentations on progress done in groups in class) can be a useful tool. In groups, students can practice talking about learning, but also compare their progress and efforts with those of their classmates. Counselor conferences can also make use of portfolios, and if students have practiced beforehand in groups, time with counselors can be economized. Finally, to truly leverage the power of portfolios, passage presentations (public presentations where students explain and defend their learning accomplishments to groups of teachers, parents, or other concerned parties) can be particularly powerful since they are public and official. If a passage presentation system is in place, it will serve to make the portfolios more meaningful, greatly enhancing the effort students will put into entering and analyzing data and the amount of time they spend analyzing and practicing explaining their learning. Passage presentations and counselor conferences can transform student-led conferences into the role of practice for “the big games.”

 

Portfolio contents Pt. 1: What are we trying to develop?

Let us review our key points so far. It must be easy to enter meaningful data into the portfolio and notice trends or gaps. Noticing the trends and gaps in performance requires an understanding of the goals of the course/program, so they must be clear. The portfolio should be used regularly: students should use it to monitor their learning; and students should be able to refer to it when explaining their learning to others (groups, counselors, or others). These points are all concerned with usability, making the experience of using a portfolio as simple and smooth and effective as possible. What we actually put into the portfolio must be concerned with our learning targets. As mentioned earlier, any program or course will have multiple targets for knowledge and skill acquisition, but also for constructs such as digital literacy, critical thinking, problem solving, responsibility, autonomy, revision, collaboration, service and stewardship, and possibly others. Therefore, it is important for portfolios to contain finished work and evidence of the process of improving work through working with others, checking and revising work responsibly, and helping others to do so, too. Portfolios should also contain records of learning activities and times on tasks as evidence of autonomy and tenacity.

 

Portfolio contents Pt. 2: Portfolios for language learners

As part of English language courses, there are usually weekly classroom assignments for writing and presentation. There may also be other writing assignments, or other speaking assignments. As for other constructs, the following have been shown to be important for successful language learning and therefore should be part of the curriculum:

  • Time on task
  • Time management (efficient use of time)
  • Commitment to improvement/quality (accountable for learning)
  • Critical evaluation of learning strategies
  • Collaboration (accountable to others)
  • Seeking feedback and incorporating feedback (revision)

 

If we try to build these into our portfolio system along with our language and culture target competencies while still managing the volume of the content, I believe that we must include the following elements, in addition to a general goal statement:

  1. Drafts and final products for a limited number of assignments, including a reflection sheet with information about the goals of the assignment (and a copy of the rubric for the assignment), time spent on the assignment, attempts at getting feedback and comments on how that feedback was included;
  2. Weekly reflection sheets (including a schedule planner) in which students can plan out the study plan for their week before it happens, and then reflect upon the results afterward. There could also be sections where students can reflect upon strategy use and explain their attempts to reach certain goals;
  3. Self-access tracking charts in which students list up the reading, listening, or other self-access activities students engage in. Several of these charts can be made available to students (extensive reading charts, extensive listening charts, TOEFl/TOEIC test training, online conversation time, etc.) and students can include the charts relevant to their personal goals (though extensive reading will be required for all students).

Finally

As you can see, there is much to be decided: specifically which assignments and how many will be included; also the various forms need to be designed and created; and, for the English classes, whether completing the portfolio and discussing learning is something that we want to scaffold learners to be able to do (something that I personally think is very important).

 

This post is part of a series considering ways to add more focus and learning to EFL classrooms by drawing on ideas and best practices from L1 classrooms.

Part 1 looked at the importance of goals.

Part 2 looked at using data and feedback.

Part 3 looked at the challenges and benefits of academic discussions

 

References

Berger, R. Rugen, L., and Woodfin, L. (2014). Leaders of their own learning: transforming schools through student-engaged assessment. San Fransisco: Jossey-Bass.

Greenstein, L. (2012). Assessing 21st century skills: a guide to evaluating mastery and authentic learning. Thousand Oaks, CA: Corwin.

Language on Stage: Debate and Musicals

In his 2011 book Creative Thinkering, Michael Michalko explains the idea of conceptual blending. What you do is take dissimilar objects or subjects and then blend them–that is, force a conceptual connection between them by comparing and contrasting features. It’s an enlightening little mental activity that can help you to come up with creative ideas or insights as you think about how the features of one thing could possibly be manifested in another. In the past few days, I’ve tried blending two activities that I’ve seen push EFL improvement more than any other: performance in club-produced musicals, and competitive policy debating. I’ve compared them with each other and with regular classroom settings,

musical image and debating image

I chose these two because over the last few years I have seen drama and debate produce language improvements that go off the charts. This improvement can be explained partly in terms of the hours on task that both of these activities require and the fact that students elect to take part voluntarily, but I don’t think that explains everything. There are certainly other possible factors: both require playing roles; both are team activities; both have performance pressure; both reward accomplishment; both require multi-modal language use and genre transformation; both require attention to meaning and form; both are complex skills that require repeated, intensive practice to achieve, and that practice is strictly monitored by everyone involved, who then give repeated formative feedback. Not complete, but not a bad list, I thought.

But then while reading Leaders of Their Own Learning, a wonderful sort of new book by Ron Berger, Leah Rugen, and Libby Woodfin, I came across this quote by a principal of a middle school in the US:

“Anytime you make the work public, set the bar high, and are transparent about the steps to make a high-quality product, kids will deliver.”

I think the speaker hit the nail on the head as to why activities like debate and drama work: public, high expectations, and clear steps. Aha: public! The dominant feature of debate and drama is that there is a public performance element to them. Students prepare, keenly aware that they will be onstage at some point; they will be in the spotlight and they will be evaluated. Of course students need support and scaffolding and lots of practice before they can get on stage, but unless there is a stage, everything else won’t matter as much. It is the driver of drivers. Is that pressure this message  suggests? Yup, but also purpose. I have seen kids transformed by the experiences of competitive debating or performing in a musical. I refuse to believe that the mediocrity I see in so many language course and programs is the way it has to be.

So, to get back to the whole reason for this little thought experiment: how can we take these best features of debate and drama and apply them to language programs? The key, I hope you will agree, is introducing a public performance element. There needs to be some kind of public element that encompasses a broad range of knowledge, skills, and micro-skills, and then there needs to be sufficient teaching, scaffolding, and practice to ensure public success. But how…?

Over the next few blog posts, I’ll be exploring these issues, drawing from ideas that are being developed in K-12 education in the US, particularly in approaches that have been working in high-challenge schools with English language learners and other at-risk learners (for example, by Expeditionary Learning, WestEd, and Uncommon Schools). In particular, I’ll be looking at ideas in Leaders of Their Own Learning (mentioned and linked above), Scaffolding the Academic Success of English Language Learners, by Walqui and Van Lier, and the soon-to-be-released second edition of Teach Like a Champion 2.0 by Doug Lemov. I’ll be looking at all of these through the lens of an EFL teacher in Japan. Many things in these books won’t be applicable in my context, but I suspect many may help inform ways of improvement here.

 

Does this Shirt Make me Look Fat? Motivation and Vocabulary

I love the topic of motivation in language learning (past posts here, here, and here, for example). In the world of TESOL, however, it’s a little  like that old joke about the weather–everyone seems to talk about it but nobody does anything about it. In Japan, I often hear students voicing out loud how they wish they could speak English (even though they are students and even though they are enrolled in an English course at the present). They  sound a lot like the people I know who talk about losing weight or exercising more: vague, dreamy, and not usually likely to succeed. TESOL research and literature talks a lot about integrative and instrumental motivation, ideal selves, and willingness to talk, etc., concepts that just seem so far from the practical reality teachers and those dreamy-eyed students really need.  So  in this post I would like to focus on the positive and practical and provide a list of things to do that improve the chances of success, drawing on formative assessment ideas and general psychological ideas for motivation.The idea is to approach motivating learners the same way one would go about motivating oneself to lose weight or start and stick to an exercise program. Instead of talking about fuzzy motivations, let’s focus on just doing it. The enemy in my sights is much the same enemy that faces the would-be dieter or exerciser,  procrastination, a powerful slayer of great intentions.

First of all, let’s get one thing straight: you can’t do much about the motivation kids bring with them to your class on Day 1, but after that, you certainly can. What you and your students do together affects how they think and feel about language learning and themselves. That is, teachers can change attitudes by changing behaviors. And as a teacher, you have a lot of power to change behaviors. As BJ Fogg says, you shouldn’t be trying to motivate behavior change, you should be trying to facilitate behavior change.

Vocabulary learning is the perfect place to try out techniques for motivation success and overcoming procrastination because it is in many ways the most autonomous-friendly part of language learning. It can easily be divided into manageable lists, and success/failure/progress can be fairly easy to observe by everyone. It is also a topic I have to run a training session on this summer and I need some practical ideas for teachers to try out with their students.

OK, here we go. In addition to using teaching techniques that make the vocabulary as easy to understand and remember as possible, try the following:

  1. Make a detailed plan with clear sub-goals that are measurable and time-based. Break the vocabulary list into specific groups and set a specific schedule for learning them. This provides a clear final target and clear actionable and incremental steps, important tenets of formative assessment. Create a complete list and  unit-by-unit or week-by-week lists. Be very clear on performance criteria for success (spelling, pronunciation, collocations, translation, etc.). Make the plans as explicit as possible, and put as much in writing as possible.
  2. Provide lots of opportunities for learners to meet and interact with the vocabulary. Learners need to actively meet target items more than 10 times each (and more than 20 times in passive meetings) if they are expected to learn them. Recycle vocabulary as much as possible.
  3. Create a system that requires regular  out-of-class study (preview/review). Out-of-class HW assignments should start by being ridiculously small at first (tiny habits–see below), such as write out two sentences one time each. Grow and share and celebrate from there.
  4. Ensure success experiences. Success is empowering. The teacher’s job is to ensure that learners can learn and can see the results of their learning. Do practice tests before the “real” test, and generally provide sufficient learning opportunities to ensure success (“over-teach” at first if you need to). Lots of practice testing is a proven technique to drive learning, and students need to do it in class and in groups, and learn how to do it on their own.
  5. Leverage social learning and pressure. Have learners learn vocabulary together, teach and help each other sometimes, encourage each other, and just generally be aware of how everyone else is succeeding. Real magic can happen if a learning community puts its mind to something.
  6. Have learners share their goals and progress, publicly in class  and with friends, family and significant others. Post results on progress boards, challenge and results charts, etc. At a very minimum, the teacher and the student herself should always know where they are and what they need to do to improve.
  7. Remind learners of the benefits of success. Provide encouragement, especially, supportive, oral positive feedback at times when it is not necessarily expected.
  8. Make sure that sub-goal success is properly recognized and rewarded. This provides a stronger sense of achievement.
  9. Make 1-8 as pleasant (fun, energetic, meaningful) as possible.

You may already be doing these things and still not getting the progress you hope for because the students just aren’t studying enough outside of class. Products of their age, they are driven by distractions–the need to check their Twitter feeds, for example, and the pressing issue of  incoming LINE comments, or whatever. But they also suffer from the oppression of the same procrastination monster that we all suffer from. Oliver Emberton has a nice post on dealing with procrastination. For teachers, I would like to call attention to the last two items on his list of recommendations: Force a start, and Bias your environment. “The most important thing you can do is start,” Mr. Emberton writes. This is certainly true.

yellowBrickRoadStart

You can counsel them on the need to turn off their devices and “study more.” But unless you give them clear, doable, and manageable tasks and start them in class, and require and celebrate their use, it is unlikely they will get done. BJ Fogg recommends that you facilitate behavioral change by promoting tiny habits. His work makes the establishment of positive habits seem so much easier. You can watch an earlier overview of his method here, or a fun TED talk here. Much of what he describes can only be done by the individual learner, but as a teacher you can set the target habit behavior and you can help learners see the fruits of their newly established habits. Just choose a vocabulary learning strategy, reduce it to it’s simplest form, and provide a place to celebrate success. Then try to grow and celebrate the continued use of these positive habits. This modern world is a hard one to study in. There are really too many distractions too close at hand. It takes real strength, real grit, to resist them and start or keep at something new. Helping students to develop this strength and grit is now part of any teacher’s job description, I think.

If you are looking for more on how to teach vocabulary, including a nice section on web and mobile app tools that can help, Adam Simpson’s blog has a nice post on vocabulary. If you are looking for something that combines the latest in TESOL theory on motivation with practical techniques for the items I listed above, Motivating Learning by Hadfield and Dornyei is the best thing I’ve seen. It has 99 activities to choose from.

An Idea for Introducing Debate in EFL Classes

Debate in EFL has a heavy image. Partly it is the result of formal debating. Politicians and bureaucrats often love the idea, but then they would, wouldn’t they? Teachers are wary of it: most think it is too much trouble for too little benefit. There is always reams of text to get through, dozens of expressions to teach, and long…agonizing…blocks…of silence that need to be waded through. And students, well, they don’t really have any idea about what good thinking is, why it is important, how it can help them, and how an activity like debating can be a way to learn it. In summary, almost nobody is screaming for debate. And yet it seems clear that the skills involved in debate are critical for learning, critical for learning success, and (in my humble opinion) a possible solution for the tragedy now occurring in high level (進学校) English classes.

Teaching debate is teaching thinking. In debating, we verbalize ideas, explain them, and assess them. To debate, you must have ideas about something. You must explain your ideas in a persuasive manner. And you must find and offer support for your ideas. You do this by building up your ideas (making them more persuasive and providing more powerful support), while looking for possible weaknesses in other arguments or ideas. The key words, from Bloom’s taxonomy, are Understanding, Analyzing, and Evaluating. In doing debate, you train yourself in these critical skills. This can help you in thinking, writing, giving presentations, and making decisions. That’s a lot of benefit from one activity! In learning how to debate, these skills are made visible. The process is visible. It can be taught. It can be seen, discussed, and evaluated in a social setting.

So there are good reasons for doing debate. But can it be enjoyable? Many people would say yes. If we believe what game designer Raph Koster says, “Fun is just another word for learning,” there is no reason why it shouldn’t be.

Below is an activity I tried recently as an entry-level activity to introduce debating. The purpose of this activity is to have students generate arguments, evaluate their arguments, and think about ways that they could make them stronger with support. The activity is based on pictures so we can accommodate different levels of proficiency and don’t need to spend time explaining language to students. The goal is for them to get involved in the process as quickly and completely as possible. It is and introduction to debate. And so the next step is to use their performance to see what their needs are and make decisions on subsequent activities and teaching. One of the eventual goals of the course is to have a full formal debate, but first we must focus on the thinking process.

lightbulb

Day One

Step 1 Look at the pictures. Below are some pictures. In pairs try to answer two questions, using just information you can see in the pictures. Do not use any reference materials (dictionaries, websites, etc.). Just look at the pictures and answer the two questions. Try to generate as many possible reasons for your answers based only on what you see in the pictures.

  1. When do you think these pictures were made?

  2. Where do you think these pictures were made?

2000FlyThru

2000HorseCuriosity

2000Learning

2000VidConf

 

Step 2. Look at your answers to the questions. Look at your reasons. Look again at the pictures and try to generate more possible reasons. Then rank your reasons according to how strong you think they are. Choose the two reasons you think “prove” your opinion best. You can use the template at Exploratree to map out your ideas and explore them.

Step 3. Write out your answers to the two questions as two paragraphs. In each paragraph, carefully explain the two reasons you have for your answer.

Step 4. Share your ideas with a new partner and then with a small group. Listen carefully to the ideas of the other students.

Day Two

Step 5. In small groups, review the questions, the answers,  and the reasons you gave last time. Look at the reasons again carefully. They are opinions you have based on things you see in the pictures. Could you do any research to support your opinions? Think about what research you could do. What would provide “proof” for your opinions? Check around on the web or in reference books to find facts that support your opinions. Write these in the Supporting Evidence section of the graphic organizer.

Step 6. Share your views again in small groups. Listen carefully to any opinions that are different from your own. Write them down in the Conflicting Views section of the graphic organizer. [Teachers: you may need to shuffle groups here. It is important that each group contains some different opinions].

Step 7. Assess the different opinions the emerged from your group. Decide which ones you think are “correct.”

Step 8. Rank what you think are the most powerful arguments that emerged during this activity.

Step 8. [The teacher leads a discussion on the process the students have just undertaken. What they have just done is very similar to a debate: they have taken a stance, constructed arguments, and contrasted them with other arguments].

Step 9. [Optional: the teacher talks a little about the pictures. They were drawn by a man imagining the future. It is quite amazing that he got a lot right! In the pictures, he corrected predicted 1, a drive-thru, 2, a petting zoo, 3, e-learning, and 4, video conferencing. The power of human imagination is strong.]

 

 

 

 

 

By the way, the images were drawn by Jean Marc Cote between 1899 and 1910 in France. http://en.wikipedia.org/wiki/En_L%27An_2000

The images are available from many sources on the internet. One interesting source is the Paleofuture blog: http://www.paleofuture.com/blog/2007/9/10/french-prints-show-the-year-2000-1910.html

EFL Gamification 8: HabitRPG and Other Web-based Services

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Gameful design is something that is perhaps better learned from experience than from PPT slides or blog posts. When we start an explanation with motivation (as I did here) or habits (as I did here), it is hard to understand what gameful design should “look like” when it is deployed. One thing in particular, the use of narrative, needs to be seen to be understood. In another earlier post (here), I described what was for me a kind of epiphenal moment in my quest to understand how gameful learning  can help with motivation and learning. It came when I was reading Jane McGonigal’s book. After I read that, I felt like I finally had a workable example of the power of narrative in creating a game from something else entirely. I called the post Mechanics because for me the process of laying a narrative onto a something that would become a game equaled the process of “gamification.” Points and badges are often thought of as the mechanics of gamification, but if we think about making something more gamelike–that is playful, meaningful, delightful–then points and badges are really part of the  details that need to be worked out later. It is the narrative structure, in combination with a workable feedback system (here’s where your points and badges come in) that makes the experience meaningfully gamelike.

In order to see this idea of applying a narrative onto something different, I offer for your consideration today a few examples. You can try them out with your friends or family or by yourself to see how they feel. Of course, it is not the same as laying a narrative on top of an EFL class, but you’ll get an idea of what it is like to work toward your goals within the details of a story. All of these sites require registration and regular participation, so make sure you have the time and the stomach for a month of “play.” And notice first of all how each of these sites works on the same basic idea–nudging you to complete YOUR goals.

HabitRPG is a site to help you to establish positive habits for life, for work, and for study. It’s really a flexible task and time management tool that has a gamelike design. You use the system by deciding your daily routines and one-time to-dos. You also set your rewards and monitor your habits. It sounds a little confusing, but it is actually a fairly easy interface. The system is incredibly flexible and could be used as easily with training learning strategies as with developing good diet routines. Here is a blog article by Nik Peachey detailing how to use it. It includes his assessment of the tool.

Similar to HabitRPG but with more of a focus on healthy eating and living is Health Month. It uses a simple, friendly user interface at which you play turns (set goals and assess yourself). They also nudge you regularly with e-mail messages. It’s a nice system that works on a monthly basis; but it’s not really focused on study goals, and not really flexible beyond its health and lifestyle focus. Within those areas, however, it is quite a nice experience. I tried it to help me diet and reduce my internet time.

For more of a fitness emphasis, try Fitocracy. Its purpose is fitness motivation and it uses a combination of awareness-raising, goal-setting, habit-forming, and social media to get you to understand fitness better, plan your own fitness routines, and network or challenge other Fitocraccy players. It works for all levels of fitness they say, but unless you are fairly familiar with some exercises and terminology, you may find it a little difficult to understand what you should do. Plus the system is quite large with many functions. I found it a little  hard just to get orientated. But if you are serious about fitness, you will probably find this site meets your needs.

Nextup is Chore Wars. Chore Wars is designed for families or couples or any people  living together who find it hard to get the everyday chores of cooking and cleaning done regularly. The solution? Gamification. Each person chooses his/her chores and competes with others in completing more of them more efficiently. The narrative, as the name suggests is a World of Warcraft / Dungeons and Dragons world of adventures (chores) and quests (chores again). As you complete chores, your elf or wizard or dwarf earns XPs (experience points). If you are really using the system well,  you can introduce your own creatively-named rewards into the play.

But let’s not forget the world of education. World of Classcraft is a site offering the service of listing and tracking your class within a World of Warcraft / Dungeons and Dragons theme. According to their website, they are “an educational augmented-reality multiplayer role-playing game.” You really have to be familiar with the play and progression in World of Warcraft to understand what you have to do here. For that reason alone, it may be a little daunting. Recently, they tried (unsuccessfully) gain funding for a free web-based version of the game. If you just want to check it out, there is a nice video at the site showing how a teacher (actually the game developer) uses it in his physics classes.

And finally, in one of the more unusual (and looser) applications of gamification for learning, there is the Teacher Development game. It is a loose collection of online videos and tutorials showing how to teach EFL better. You can find it here.

And that’s it. If you really want to understand gamified learning, trying out any one of these sites can help you learn a little. As you play, however, keep thinking about what works and doesn’t work for you. Is the system accessible? What is the narrative? Does it make any difference? And finally, most importantly: Does the system make it easy reach your goals? How exactly does it do this?

This post is just one of a series of posts on gamification. The others are here:

  1. Intrinsic and Extrinsic Rewards
  2. Triggers, Ability, and Motivation
  3. Mechanics
  4. The Downside and How to Avoid It
  5. The Whole Hog?
  6. ARGs
  7. Required Reading

 

Image fragment from Les Portes by Paul Evans http://unsplash.s3.amazonaws.com/batch%208/les-portes.jpg

 

 

 

EFL Gamification 5: The Whole Hog?


This is the fifth post on gamification in EFL. The first was an attempt to understand motivation. The second considered changing specific behaviors. The third looked at mechanics, or the structure needed to make game-based learning engaging. The fourth was about some of the problems that can happen when gamification (especially just pointsification–the casual addition of points and other game elements) is put to use for manipulative purposes without enough attention to the underlying motivations and personalities of learners. This post will look at  turning your whole class into a game, or put more metaphorically, going the whole hog. There are really two ways of doing this. One is to design the course as a simulation. That means to create an immersive and realistic environment that requires learners to play a role. It  is a kind of extreme content-based form of learning and requires considerable flexibility with curriculum content and probably works best if you are aiming learners at a specific career. An example might be simulating planning and opening a store for business students. The instructor would then need to create all the websites, documents, etc. needed to support the simulation. The second, and the one I’ll focus on in this post, involves re-imagining the present content using a role-playing game structure. Traditional content (including textbooks and teaching modules) are used, but a wider variety of tasks and assignments are used. Game genre details and a  narrative structure are employed to make the progression through the material seem more like a game. This is more possible in institutional EFL courses, but still comes with a few conditions, the first being your familiarity with the genre of games.

Are you a gamer? I’m not talking about a little Angry Birds while commuting. I mean, have you spent huge blocks of your life immersed in World of Warcraft or Halo or The Sims or one of the many other places/pastimes where gamers spend time? Ask yourself how much you know about games and how much you really play. If you play 13 hours a week, you can consider yourself only an average member of the gamer sector of society; if you are up to 20 hours a week, you are officially “hard-core”; and if you can somehow cut your working, sleeping, and social hours down far enough to manage 45 hours a week, you are (by any account) “extreme”  (McGonigal, 2011, p. 3). Of course, you don’t need to be a fanatic about games to turn your classroom into a game, but you do need a certain amount of familiarity with the genre. You will need rather intimate knowledge of the structure and pacing of games–the way items are acquired, the way quests go down, the types of challenges, the way characters interact, the reward systems, etc.–and you will need to be able to retool your classroom and syllabus in a way that mimics this. You will need to know the lingo: guilds, raids, wipes, (point) farming, experience points (XP), etc.  Unsure of yourself? Back away from this idea now. But if you are a gamer and game lover, it is an option to embrace whole hoggedly. I speak as a researcher/observer here. I have not done this myself and so I will be only reporting on what I have read, pointing you to other sources and egging you to go out there and give it your best shot if you are interested.

There is, admittedly, something of a square peg in a round hole fit when taking the immersive multimedia world of a game and using it for a brick ‘n mortar face-to-face classroom. First of all, students are not sitting at computers interacting with audio/visual/narratives made by teams of talented professionals with an average production cost of $10 million (Whitton, 2010, in Using Games to Enhance Learning and Teaching). But if everyone is up for a bit of pretending, or suspension of disbelief, it can go well. Both Jane McGonigal in Reality is Broken, and Lee Sheldon in The Multiplayer Classroom believe that game culture is second nature for the students in our classes. They have grown up playing games and are very comfortable with the way games engineer player progression. Ms. McGonigal states that the members of the gamer generation have more problems with reality–including most school work–because it lacks interesting challenge, the satisfying work, promise of success, and actionable feedback that is usually the norm. In other words, most courses aren’t engaging for many learners and they are likely to be up for a change. Or as Mr. Sheldon optimistically puts it, “we have yet to discover a class that cannot be taught in this way” [as a game] (pg. 9).

Mr. Sheldon’s book is the best resource I’ve been able to find for designing coursework as a game. Indeed, that is the sub-title of the book. In addition to being a trial-and-error account of his attempts to do this with his own university game design courses, the book contains several case studies by different teachers, the closest one among them to a high school language course was Denishia Buchanan’s  high school biology class. If you really have no idea where to begin, this book and in particular Ms. Buchanan’s case history, will help you out.

Mr. Sheldon will help you understand basic class organization and his unique (to the world of institutionalized education) approach to grading. By setting up coursework as a series of group and individual challenges and by creating a point system where students start with “0” and have to climb up through the levels towards their final grades, he manages (albeit not without a lot of tweaking) to make a grading system that mimics that of game progression.

In addition to just renaming groups as guilds and assignment as quests, both these teachers managed to make use of narrative to envelope the course and allowed learners considerable choice and flexibility. Narrative pulls the players/learners forward, making the course a story–their story; it creates in learners the desire to achieve hero goals; and it keeps everyone looking forward to what will happen next (Dansky, 2007). For this to work, however, there must be challenging but achievable things to do. Adoption of an inquiry-based curriculum that provides both variety and flexibility and lets the learners put their creativity to work seems a prerequisite. The balance, however,  of choice and rigorous requirements seems to be a tricky one to manage (Whitton, 2012).

And even if you get that right, you’ll need to spend some time designing to facilitate greater interaction. Though it is often touted as a great feature of online games, the  forming of groups to combine strengths to overcome particularly difficult challenges is not as common as game proponents might suggest. Ducheneaut (2006) studied World of Warcraft and found that players only begin to start grouping at the latter stages of game play at higher levels of the game, after they have found what they cannot do alone. That means that you can’t expect learners to collaborate on their own; you’ll have to design your activities so that group sharing is facilitated. Mr. Sheldon, for example, required both individual and group assignments during his courses, a practical way of ensuring both accountability and collaboration.

But finally, even if you get everything right, you still might not make everyone happy. There is considerable research that suggests that not all students like to experience courses as games, especially as one of those role-playing types of games that can can sound so hokey to the non-fan (Bekebrede et al., 2011).

Well, there you go. It’s obviously a challenge. It’ll take a lot of time to design all the quests and restructure the flow of lessons. But reading the stories of teachers who have done it can help you see the attraction of going whole hog with turning your course into a game. If you think you might like a little help with creating the structure and rule details, there is now a web service to help you. Called World of Classcraft, it provides roles, progressions, and rules of acquiring experience points or taking damage hit points.

And finally, you can read about an attempt to turn a language course into a large-scale alternate reality game (ARG) in Europe in Connolly, Stansfield, and Hainey (2011) linked below.

June 2013 Update: I recently came across a blog post from a teacher who had tried to gamify her class (as in turn the classroom experience into something closer to that of a game). Titled How I Turned My Classroom into a ‘Living Video Game’ and Saw Achievement Soar, the post explains (frustratingly) briefly how Ms Joli Barker, a second year elementary school teacher used technology (Skype, QR codes, GoAnimate, Voki, and Xtranormal), project-based learning narratives (?), and some  international exchanges to boost the scores of her students quite dramatically. She created a  basic structure of tasks and levels, challenges, and avatars, and re-tooled her assessment in a way that matches video games (similar to Mr. Sheldon). Without a little more detail, it is hard to picture what classes were really like, but the idea is very interesting and the results impressive.

Another June, 2013 update: Here is a geography class taught as a zombie survival game.

 

Bekebede, G., Warmelink, H., and Mayer, I. (2011). Reviewing the need for gaming in education to accommodate the net generation. Computers & Education, 57/2, 1521-1529.

Connolly, T. M., Stansfield, M., & Hainey, T. (2011). An alternate reality game for language learning: ARGuing for multilingual motivation. Computers & Education, 57(1), 1389-1415. doi:10.1016/j.compedu.2011.01.009

Dansky, R. (2007). Introduction to game narrative. In C.M. Bateman (ed.) Game writing: Narrative skills for video games. Boston, MA: Charles River Media.

Whitton, N. (2012). Good game design is good learning design. In N. Whitton and A. Moseley (eds.) Using games to enhance learning and teaching. New York: Routledge.

 

Also in this EFL gamification series:

Part 1: Intrinsic and Extrinsic Rewards

Part 2: Triggers, Ability, and Motivation

Part 3: Mechanics

Part 4: The Downside and How to Avoid It

Part 6: ARGs

 

EFL Gamification 1: Intrinsic and Extrinsic Rewards

 

I am interested in gamification. That is not to say I buy into everything that gets labelled as such. Gamification is a concept being applied scattershot  recently in both marketing and education  in the hopes of making something more marketable, attractive, palatable. But gamification is NOT a set of techniques that can be used in any situation to add a little coercion or motivate customers or learners. In a recent Mind/Shift blog post on using games for education, gamification gets this rather abrupt dismissal:

Gamification is the use of game-based elements or game mechanics to drive user engagement and actions in non-game contexts. In gamification, the game mechanics are divorced from the content being taught and are instead added in the form of some sort of reward element after completion of an activity. For example, a short-form math game that involves answering math questions where correct answers are followed by a badge or the reward of playing a “dunk the clown” game would be called gamification. David Dockterman, Ed.D., Chief Architect, Learning Sciences with Tom Snyder Productions/Scholastic is concerned about this use of game mechanics, stating “Gamification can begin to undermine a kid’s desire to learn” (CS4Ed interview, March, 2012).

Read that part in red again. I’m afraid it’s true sometimes.  But not always. The effectiveness or lack thereof (or even detrimental impact) of gamification lies in the approach that it becomes part of when deployed. The key is educational design, and crucial to that is feedback, but I am getting ahead of myself. As  a recent participant in Coursera.org’s Gamification course who has to give a few presentations on gamification in EFL in Japan this year, I have an obvious interest in finding out just what it can do for education. So for the next few posts, I plan to look into different aspects of gamification and language education. First up is motivation. Because that is really the reason gamification exists at all.

 

Motivation is a topic I have written on many times–here in describing the general problem of motivation by English language learners in Japan, and here describing what most teachers mean when they talk about motivation. The literature on motivation in ELT is not always that helpful because it focuses on issues of identity and tends to ignore the realities of the classroom and the role that engineered instructional environments and learning situations can have on forming motivation. I don’t want to reduce the importance of Mr. Dornyei’s work in any way, but with the teachers I work with, when they talk about motivation, they are talking about motivation problems that require behavior change. For that reason, I have found Self-Determination Theory (SDT) to be more functionally applicable. Essentially, it posits that humans are motivated by needs to be competent at things, have autonomy, and be part of a group/society/meaningful unit.

Recently, on Julie Dirksen’s blog by way of Amy Jo Kim (instructional designer and game designer respectively) I found out about Chris Hecker’s 2010 presentation entitled Achievements Considered Harmful?. He is, by the way, another game designer. You can watch it here, (or just skim the page for the most relevant bits). If you have an interest in motivation, it is well worth your time because he grapples with the problem of intrinsic vs. extrinsic rewards. You see, activities are intrinsically motivating if they help you fulfill your inherent desire for personal growth by achieving some kind of competence (“I am good, getting better, mastering this”); if they help learners feel they are working towards their own set of goals with some amount of autonomy (“I am in control and doing things that match my values”); and if they contribute to the sense of relatedness that learners feel by being part of a group, or some kind of purposeful movement  larger than themselves (“I am a part of something here that I think is kind of cool or important”). Some creative and engaging activities just do this naturally. Dan Pink, in his famous TED talk promoting his book Drive, both explains this nicely and makes a pretty strong case for it. Intrinsic motivation springs from within when people are engaged in work/study/activities that align with their needs for competence, autonomy, and relatedness. It is  powerful,  wonderful, and  fragile, and you really really want it to grow in your learners. Though you have some ways to cultivate it, intrinsic motivation does not come about as a result of tool kit rewards that you can just pull out. It emerges as a result of the learner’s experience–from the teacher’s success in designing interactions and engineering instructional environments. Extrinsic motivation, on the other hand is all the trifling enticements and punishments that are used to make subjects do what they are told to do: salaries, grades, threats of prison time, as well as points, badges, leaderboards, and other tools of gamification. Amy Jo Kim has a nice slide from  great presentation she made in 2011, illustrating the two groups in the world of games (and gamification).

Everyone agrees that improving intrinsic motivation is the name of the game in education. Indeed, overt use of extrinsic rewards can actually damage intrinsic motivation when the tasks are interesting or require creativity!  That is Mr. Dockterman’s point above. But it is not true that the presence of extrinsic rewards necessarily kills intrinsic motivation. You can still enjoy your job even though you are being paid, and you can still get seriously interested in an assignment even though it will eventually result in a grade.  Here is what Mr. Hecker says the research definitely says (and he has obviously waded through a lot of it) about  rewards when people are engaged in activities that are interesting:

  1. Tangible, expected, contingent rewards reduce free-choice intrinsic motivation, and
  2. Verbal, unexpected, informational feedbackincreases free-choice and self-reported intrinsic motivation.

So cheap rewards such as points or prizes will not work only on their own when the tasks should be interesting and engaging as they are. And you’d be dumb to try. But real gamification lies not in the scattershot application of points (or badges, or whatever) but in the design of a learning experience that engages (and delights!) learners and helps them to see where they are going and how they are doing at any one time (feedback). So a better way to define gamification–effective gamification–is that it is the use of game mechanics and game elements to drive engagement and provide meaningful feedback for learners when it is appropriate to do so.

The above paragraph and most of the literature on this subject make a very important distinction regarding the nature of the task learners are engaged in: is it interesting (requires creativity) or is it boring and repetitive? For the former, you can do real damage by breaking out your extrinsic rewards. For the latter, well, maybe a game of dunk the clown could come in handy. Extrinsic rewards “…can encourage positive behavior and outcomes when one is dealing with dull, repetitive, and/or tedious activities”  says Mr. Werback in For the Win (pg. 62). And yes, extrinsic rewards can actually help to nudge people toward more intrinsic motivation. They can help a learner to feel progress toward competency, for example. Or they can make a playful social environment that learners can feel part of. The crucial point for learners like EFL students is to tie gamification to feedback. That is, make learning clear (clear assessment of where the learner is and needs to go; and clear, effective advice on how to get there). Clear formative feedback is essential, and if it can be done in a way that is fun (and leads to improvements in competency, autonomy, and relatedness), then we are well on our way to having a humming learning system in place. As an instructor, it is best to think in terms of feedback loops for our target behaviors (skills, use of strategies, etc.). Good loops make progress clear and they do in a way that is delightful. So we might even better describe gamification as the delightification of feedback. Of course, if your lessons are a series of tedious slogs, then the deployment of extrinsic rewards will eventually flounder and fail. But to get over the tedious bits, gamification can help. Mr. Werbach has three important lessons or guidelines for use of extrinsic rewards:

  1. Unexpected, informational feedback increases autonomy and self-reported intrinsic motivation
  2. Users like to get reinforcement about how they are doing
  3. Users will regulate their own behavior based on which metrics are provided to them

If you have points or badges or leaderboards, you have to have them for something. It is the choice of those categories and the setting of manageable (attainable yet meaningful) steps that are perhaps the biggest part of the teacher’s job with gamification in education. Lee Sheldon, in The Multiplayer Classroom states that “game design, at it’s heart, is deciding what the player can do.” That means both what and how much. And that is true for formative feedback as well. Notice also how both Mr. Werback and Mr Hecker mention verbal, unexpected feedback. This gives us a good idea of what we should be doing with our learners while they are learning. It is not enough to throw gamification tricks or treats at them. Engagement in their learning by the instructor is essential. Focus on feedback. Focus on learning. And try to have some fun!

In this EFL gamification series:

Part 2: Triggers, Ability, and Motivation

Part 3: Mechanics

Part 4: The Downside and How to Avoid It

Part 5: The Whole Hog

Part 6: ARGs

 

 

 

Formative Assessment Pt. 4: Getting Other Learners Involved

This is the fourth post considering the implementation of Dylan Wiliam’s ideas on formative assessment in EFL classrooms in Japan. The ideas come mostly from his wonderful 2011 book titled Embedded Formative Assessment. You can learn more about Mr. Wiliam from his website or from a BBC documentary titled The Classroom Experiment (available on YouTube: Part 1 and Part 2). The first posting in this series looked at learning intentions. The second looked at eliciting evidence of achievement. The third looked at how and when teachers can best provide feedback to learners. This post will look at cooperative learning and peer involvement in learning. Mr. Wiliam’s point is that when learners are working together and helping each other, they are naturally giving and getting formative feedback.

Real cooperative learning is a little like real communism. It’s a nice idea but in actual practice, too many people just game the system for their own benefit to get maximum reward for minimum effort. Teachers have serious–and well-founded–concerns about the amount and quality of participation that is brought to the group table by all members. Mr. Wiliam’s comparatively short  chapter on activating students as instructional resources for one another approaches the topic with a tone that makes you think he shares at least some of that sense of trepidation. The research is clearly positive, and Mr. Wiliam presents the profound effects that have been found for cooperative learning, if it is done right (which it usually isn’t). Mr. Wiliam explains how it works (motivation, social cohesion, personalization, and cognitive elaboration) and what two elements are crucial (group goals and individual accountability) before ending the the first part of the chapter with a discussion on how many teachers have a problem with pure, uncut cooperative learning (holding everyone accountable by giving everyone in a group the same score as the lowest-scoring member) and then citing stats that show how few teachers are actually making use of real cooperative learning in their classrooms (very, very few). And on that mixed note of confidence, he begins listing his techniques. I’ll get to the techniques I think might work in Japanese high school EFL classes in a moment, but first an educational culture point needs to be addressed.

There seems to be a strong sense that Japanese classrooms are naturally more cooperative because, well, Japanese group culture makes it easier. Mr. Wiliam states the same thing in his book, listing as “proof” the contrasting proverbs of the squeaky wheel gets the grease (US) and the nail that sticks out will get hammered down (Japan). In addition to the book containing  a mistake with the Japanese version of the proverb, I think this generalization is more than a little stereotypical. Anyone who has seen Japanese students “unmotivated” in regular classes come together in a club activity or festival project knows that  group power and individual accountability are impressive but cannot be taken for granted; and anyone who has seen PTA mothers–dedicated, concerned parents all–trying to avoid being elected for positions that require work knows that Japanese, like anyone else I imagine, can go to pretty great lengths to remain uninvolved, despite being a members of a nation known for being responsible and group-oriented. But I don’t want to get on Mr. Wiliam’s back because his main point is sound: we want to get everyone more involved with helping each other because there are great benefits when that happens; and it really matters how you do it.

One idea that any school can use is the “Secret Student.” You can see it in practice in the BBC video. It is a devious bit of peer pressure judo teachers can use to promote better behavior in the classroom and I think it would work brilliantly in Japan. Each day one student is chosen at random as the secret student and his/her behavior is monitored by the teacher(s). If the student’s behavior/participation is good, his/her identity is revealed to the class at the end of the lesson or day. And the whole class gets a point that goes toward some reward (a trip to an amusement park in the video!). If the behavior/participation of the student is unsatisfactory, the identity is not revealed and the class is informed that they did not get a point for that day. This would almost certainly help to improve participation and reduce disruptive behavior (two really big problems in most high school English classrooms). The only problem is what reward can be offered. It would have to be something possible yet motivating.

One technique to get started with cooperative learning is “Two Stars and a Wish.” Students give feedback on other students’ work  by stating two things they like and one thing that they think could be improved. Mr. William suggests using sticky notes for this feedback. He also suggests picking up some of the feedback comments from time to time to teach students how to give better feedback. This last point is important because it is precisely the generally poor quality of student or peer feedback that makes many teachers to unenthusiastic about peer feedback. There are many times in a language course when students are just out and out unable to provide good feedback. But learning how to give feedback well when it is possible to do so is a real learning opportunity that can benefit the giver and (eventually) the receiver. This technique could be used well for anything students write, translate, present, or any time students produce anything in the target language.

One activity that he suggests, “Error Classification,” probably wouldn’t work in a language classroom as he suggests. This activity requires learners to pour over writing examples to classify the errors made. It sounds nice, but it is unlikely the learners would be able to do this at all but the most proficient of classes. And even if they could, spending so much time on superficial mechanical errors  may not be a good idea. Another activity, “Preflight Checklist,” might be much better for student writing assignments. For this activity, students are given a list of requirements for the writing assignment (things like proper format, clear topic sentence, logical organization, subject-verb agreement, or whatever the teacher is focusing on at the time). Another student is responsible for checking the writing and signing off, meaning certifying that the first student’s writing meets all the requirements.

And a final activity that I think would work well in EFL classes is providing a little time at the end of a lesson or section for pairs or groups to discuss and report on what they have learned. This can be a nice student-led review, and a chance for teachers to see what has and has not been grasped well.

To really get the benefit of cooperative learning, teachers need get learners to have group goals and accept the idea of shared responsibility and accountability. This may be problematic in many situations for many reasons, depending on the year, the course, and the proficiency and motivation differences of learners. I have recently observed a class where the teacher was making extensive use of group cooperative learning. Out of six groups, it was working for three but not really working for the other three. For it to work, it seems that some training, some acceptance of the approach, some accountability, and a fair bit of time are all necessary. When it comes to cooperative learning in Japan, perhaps introducing more chances for learners to see, formatively assess, and then communicate that assessment might be the best way to start. Real cooperative learning is hard, takes a serious commitment, and can all be for naught if not done (and embraced) well.

Next: Part 5, Encouraging greater autonomy and ownership of learning.