Eduardo M. Valerio, Ph.D. Lock Haven University of Pennsylvania

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Presentation transcript:

Eduardo M. Valerio, Ph.D. Lock Haven University of Pennsylvania Connections and Comparisons with other Cultures through Games (and other culture-based activities) Eduardo M. Valerio, Ph.D. Lock Haven University of Pennsylvania

Cultural Game connections to ACTFL standards Comprehensive handout / Overview Cultural games connect to all five of the Five Cs Goal should be creating opportunities to talk and learn about the target culture and students’ own culture

Cultural Game connections to ACTFL standards Culture games provide opportunities for interaction provide possibility for presentations give us authentic reasons for communication in the target culture as well as learners’ own culture

Games can demonstrate products, practices, and perspectives of target culture Chapita Play video Windows media player video

Rubric 1 Page 3 of handout – Blank template Use as preliminary measure to evaluate culture game/activity for use in language class Page 4 of handout – Sample completed template

What are the features of the game? Chapita (Venezuela) Stick / bottle cap (realia available) means students can have access to real items used in game PLAY: Baseball style play (Copy and paste the link here)

Class Experience Can the game be played in class? Can the game be displayed via video? Can the game be adapted for class use?

Class Experience Can be played in class? Can be displayed via video. Can be adapted for class use?

Connection to target culture Relates to target culture perspective Identifiable product of culture Identifiable practice of culture

Connection to target culture Relates to target culture perspective Identifiable product of culture Identifiable practice of culture

Connection to learners’ culture Correlates to learners’ culture Contrasts with learners’ culture Provides a vehicle for dialog to compare target culture/learners’ culture

Connection to learners’ culture Correlates to learners’ culture Contrasts with learners’ culture Provides a vehicle for dialog to compare target culture/learners’ culture

Use the rubric as you search for games/activities to use Refer to completed sample Use the rubric in electronic form while you search Copy and paste links to related information right into the rubric Type notes about the game/activity right into the form

Comprehensive planning tool After you screen the games using the rubric, move games/ activities you want to use to the planning tool Handout pp.5-10 The first page (page 5) is a blank template you can use to build a lesson plan activity

Comprehensive planning tool On pp. 6-7 you can see a completed tool using Chapita for an example… Key questions Introduction plan Interaction plan Follow up plan (optional) Extension of learning (optional) Presentation (optional) BASIC Lesson PLAN ELEMENTS

Supplemental Items (from Interaction Plan section p.7) KLWR (p.7A) discovery activity, introduced after the game (handout from Follow Up section p.7) Chapita-Evaluate the Game (p.8) (handout from Extension of Learning p.7) Game Research Interview Activity (p.9)

Presentation ideas YouTube video Students could play the game Students could talk about the game Students could demonstrate a game they want to teach others Instructional talk or video to teach others how to play Chapita Historical aspects or connections to learners’ or target culture

Presentation Ideas PowerPoint presentation Essay Scoring Rubric (p.10)

Electronic games Culture games provide a vehicle for dialog on the impact of electronics on U.S. culture Questions, comments, other ideas? Thank you for your kind attention…

Resources available at http://www.lhup.edu/evalerio CLICK HERE TO ACCESS RESOURCES IN ELECTRONIC FORM