Glyebova Iryna
The
national technical university of Ukraine “KPI”
The
new simulating linguistic computer applications as a new technical teaching aid
for training speaking skills of students non-linguists.
In today's language classrooms, considerable
emphasis is given to free oral activities
in which learners use the language they have learned to communicate with each other. These activities include simulations,
role - plays and discussions.
Computer simulations can
provide a motivating stimulus for such work, as they offer both a focus for oral activity and a continually changing scenario for learners to
talk about.
As with any conventional
classroom simulation or role-play, activities using computer
simulations need careful preparation and careful management, and should not be undertaken
lightly. We hope to show, however, that the extra effort can be worthwhile and that, used wisely, computers have a
useful contribution to make to the development
of oral skills. This is best done by taking a typical simulation program and describing how it can be integrated into a lesson
or series of lessons.
A good example is GB Ltd,
which entails running the British economy. Learners begin by
choosing to which political party (Labour, Conservative, Liberal or Social
Democrat) they wish to belong. They are then given information about the
country's economy, which includes the rate of inflation, the exchange rate
against the dollar, currency reserves, unemployment figures and the
government's popularity rating.
They then run the country
for a period of five years, deciding on rates of taxation, duty
on cigarettes, alcohol and petrol, unemployment and child benefits, and old age
pensions. Feedback is given at the end of each year.
At the end of the five year period there is a general
election, the results of which indicate the popularity and effectiveness of the learners'
policies. As well as providing an ideal context in which to introduce the
vocabulary of politics and economics and the
concepts behind them, GB Ltd provokes a high level of debate among learners,
and once used, is likely to be used again, both in class and for self-access.
Fast Food is one of a
number of programs which simulate the day-to day operation of
a small business. This time the task is to run a refreshment stall at an
exhibition for a period of a few days. Using the daily information given, which includes
a weather forecast and the attendance
figures for the equivalent day during last year's exhibition, learners
decide how much stock to buy of various foods and drinks (from a limited
budget), and how much to charge for them. The feedback stage reveals which
items sold out (and at what time of day),
remaining stocks, and the day's profits. If a computer network is being used, several refreshment stalls
can be run in competition with each other by groups of students at
different machines.
Fast
food
AIM______________ To develop oral fluency by
giving the students a problem-
solving
activity
LEVEL____________ Intermediate
TIME_____________ 60 minutes
PREPARATION Hardware
One computer per group, preferably on a Network.
Software
A spreadsheet simulation.
Knowledge
Teachers and students — entering
information.
N.B. This
lesson assumes that
a particular spreadsheet
simulation
is being used which involves running a fast food stall.
PROCEDURE Pre-computer
work:
1
Ask students to write down the
number of different kinds of fast food which are (i) locally; (ii) nationally; and
(iii) internationally available.
2
Check this list. Elicit the specific
characteristics of each kind of fast food. Discuss whether fast food is healthy.
3 Explain to the students that they are going to run a fast food stall at an
exhibition, and that they will be doing this in competition with groups at
other machines. Computer-work:
4
Students start the simulation. It
is usually best to let them get used to manipulating the program
by going through the first day themselves, then starting the
simulation again for 'real', in competition with each other.
5 Students do the simulation, trying at the same time to
cheat and
see each other's prices.
Post-computer work:
6 The class compares results, and discusses which
strategy
techniques
were the most profitable.
NOTES__________ The program can be used with more
elementary classes by
carefully explaining the task, then getting the students to decide on the numbers and prices for each category of fast food sold. More complicated
simulations can also be made available to students in
self-access. This would allow a class to use them more quickly,
and efficiently. The students who had already used the program
could explain it to the other students. It is
possible to do this lesson with just one computer. With a simulation lasting
six days, the class can be divided into six groups
and they can each have a day in which they try to make as much
percentage profit as they can. The major advantage of computer simulations is
that they are very motivating - sometimes so motivating that care is needed to keep
learners from slipping back into the mother
tongue. By exploiting the speed and number-crunching capacities of the computer
within a framework that provokes discussions, programs like GB Ltd provide
a basis for activities that would be impossible - or certainly much slower and
less convincing -using any other medium. They give learners instant feedback on
the effects of their decisions, and this feedback itself stimulates arguments
and comments, suggestions and counter-suggestions.
Moreover, the
feedback the computer gives (in the form of an updated situation) is
authoritative: it is accepted by learners as being the results of their
decisions, in a way that similar feedback coming from the teacher might not be.
Because
of the generally acceptable and comprehensive feedback given by the computer,
the activity by and large manages itself. After the preparation stage, the
teacher is therefore free to take a back seat and concentrate on the language
used and the strategies adopted by the learners, in preparation
for the feedback session.
The teacher may, on
the other hand, want to intervene during the simulation, perhaps to deal with a
language problem or give some tactical advice. With a conventional simulation or role-play, this can be a problem, and the
teacher will tend to refrain from interrupting, even if the point is
important, knowing that the learners will find it difficult to get going again.
The interruption will destroy the illusion of reality that the teacher and
learners have built up so carefully, and everybody will forget where they had
got to before they stopped. The effect of interruption on a computer simulation, however, need not be so
disastrous. The cyclical nature of the activity
- in days, seasons or years - provides
a series of natural stopping places, and, more important, there is no
danger of learners 'losing their place': an up-to-date summary of the situation remains frozen on the screen during each
interruption, and is ready to act as
the focus of attention as soon as the action restarts.
So,having analised the problem the following
conclusions can be made:
the
best learning takes place when the learner is in charge. To a large extent this
is true when learners work on computer simulations.
They decide what action to take, and the computer tells them the consequences of their
action. Even the teacher does not know exactly how the action will develop, as
this depends on the learners' decisions and the random numbers generated by the
computer.
The students
therefore have a reason for speaking, since they need to communicate their opinions to the other members
of the group, and a context within which to speak, that is, the
framework of the activity.
We would not suggest that this kind of activity should take place every
week. But even if it is done only once or twice a term, it will add an extra
dimension to a language course, bringing an aspect of the outside world into the
classroom and providing a new context
within which learners can practice the language acquired in more
orthodox lessons.