Difference between revisions of "Page 5"

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==siLang Methodological Framework==
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To ensure that outcomes meet the needs of the stakeholder professional, vocational, and academic communities, activities begin with the identification of learning requirements language and cultural skill development (see sections) which inform also the siLang methodological design. siLang develops a methodological framework that helps professionals, vocational workers, and higher education students build basic language skills fast and effectively aiming at use in a variety of cultural and linguistic environments for professional purposes.
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The framework integrates didactical approaches that combined enhance existing instructional practices through value adding educational benefits.
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=== Learning Definitions ===
Three core learning approaches can be seen in the root of the siLang methodological framework: '''active learning''' and '''game- based approaches''' to learning and pedagogical inspirations from Brown, Collin and Duguid (1989) model for '''situated cognition'''. '''Role playing practices''', '''narrative immersion''' are also brought into focus within the prism of game-based learning concepts and approaches.
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Explore the wiki articles on the methodological framework:
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Understanding needs and barriers to adult learning is important for the design of learning interventions that target adults. It further facilitates wider adoption of R&D outcomes as it provides insight on the perspectives of the final users and their motivation in using products, content, and services. For this reason, the analysis in the following section follows principles used in market research for the introduction of new products into specific sectors. It revolves around functional, psychological, and economic considerations in the area of adult education with an emphasis in foreign language learning.
  
*[[Page 5.1|Active Learning]]
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*[[Page 4.1|Adult Learners and their Functional and Learning Needs]]
*[[Page 5.2|Situated Learning]]
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*[[Page 4.2|Language Instructors and their Functional and Professional Considerations]]
*[[Page 5.3|Game- based learning]]
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Click [[Main Page|here]] to go back to Home page
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Latest revision as of 17:49, 27 November 2013


[edit] Learning Definitions

Understanding needs and barriers to adult learning is important for the design of learning interventions that target adults. It further facilitates wider adoption of R&D outcomes as it provides insight on the perspectives of the final users and their motivation in using products, content, and services. For this reason, the analysis in the following section follows principles used in market research for the introduction of new products into specific sectors. It revolves around functional, psychological, and economic considerations in the area of adult education with an emphasis in foreign language learning.

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