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Electronic Platform for Adult Learning in Europe



Implementing 2.0 Technology in the Language Classroom (Mireia Gil Villanueva, EOI Castelló)

by Ana Pitarch Gil
Language: EN
Document available also in: ET EL

This last course 2018-2019 the EOI Castelló has participated in an Erasmus+ project called ‘Learning, teaching and managing: implementing web 2.0 technologies in the EOI Castelló’. The main purpose of the project was to integrate new technologies in our language classrooms. The impact that this project has had and will continue having on our center is tremendous, due to the fact that we teach 12 different languages, have 76 teachers and an average number of students of roughly 6000.

I was lucky enough to do a course in the incomparable city of Dublin called ‘There’s an app for that’, which was designed to encourage the use of educational apps in the classroom.

The classes were extremely interesting, practical and with an immediate application to the classroom. We were presented with different applications, given time to familiarise ourselves with them and shared our views on how to implement them in our lessons.

Finally, at the end of the course each participant had to present a didactic unit in which we made use of the apps we had learnt during the course, explaining the learning objectives and why we were planning to use that app at that particular stage of the unit. This gave us the chance to see different ideas and ways of implementing these tools within the framework of a lesson and a didactic unit.

Apps practised during the course:

Click on the name of the app to be directed to the app’s webpage.

  • Apps to make presentations:

    • Nearpod: interactive presentations. It allows to import presentations made with other applications and add multiple-choice questions, open questions, open clozes, collaborative tasks, surveys…

    • Explain Everything: you can record your whiteboard presentation and export it as video. The free version is very limited.

  • Language learning Apps:

  • Apps for classroom management:

    • Classroom screen: screen with different image and language options and tools to manage the classroom such as QR codes, clock, timer, traffic light, name randomiser, etc.

    • Idoceo: can be used for complete classroom organisation, evaluating with rubrics, etc.

  • Apps with interactive images:

    • Thing links: 360º interactive images or videos with labels to link to other videos, audios, images, texts...

    • Genially: interactive images, presentations, video presentations, infographics…

    • HP Reveal App: augmented reality.

  • Collaborative board apps:

    • Padlet: you can add images, text, audio...

    • Linoit: board with post-it notes and a calendar function.

    • Trello: cards organised by category for collaborative work.

  • Gamifying Apps:

    • Kahoot: multiple choice questions. You can play individually or in teams from any electronic device.

    • Qizzlet: very useful to learn vocabulary. It has got many different game options. The ‘live’ option allows to compete with other players.

    • Plickers: quiz game. Students do not need an electronic device and answer the questions turning a paper which has a code that the teacher’s mobile identifies. It has the option to show or hide the student’s names and shows statistics of the answers.

    • Quizzis: multiple choice quiz game. It allows the students to answer at their own pace . You can play individually or with the ‘live’ option.

    • Learning Apps: great variety of interactive exercises and games.

Integrating apps in the language classroom

The application of the different apps within the language classroom are plentiful. The possibilities that integrating new technologies in our classroom offer range from gamifying our classes, learning or reviewing vocabulary, making our classes more interactive by giving our students the chance of using their own devices to the possibility to apply flipped classroom methodology, among many others.

In conclusion, implementing the use of technology in the learning process provides a student-centred learning environment, improves the student’s learning skills and makes the teaching-learning process more appealing and engaging in and out of the classroom.

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