Whether you wish to use students’ own mobile devices, conduct an effective and engaging lesson in a CALL lab, or simply expand your list of language learning websites, this book has a wide selection of ideas for you. Each activity notes the specific type of software and hardware you will need, and every website referenced is free or has an unpaid option.
Paul has taught English as a foreign language in Japan since 2006, and obtained an MA in TEFL/TESL from the University of Birmingham in July 2012. He has a wide range of experience in a variety of different teaching contexts, and is a regular writer and presenter on TEFL issues. He is the author of the multi-path adventure, "Journey to Mars" (Atama-ii Books) and the best-selling Fifty Ways to Teach with Technology: Tips for ESL/EFL Teachers (Wayzgoose Press). He is also the developer of Apps 4 EFL (http://www.apps4efl.com), which features online tools and activities for English teachers and learners. He can be contacted through Twitter @paul_sensei, or via his personal homepage: http://www.paulsensei.com.
Darling-Hammond is the Charles E. Ducommun Professor of Education at Stanford University, a chief education advisor to President Obama, Co-Director of the Stanford Center for Opportunity Policy in Education, and Founding Director of the School Redesign Network at Stanford.
In Design For How People Learn, Second Edition, you'll discover how to use the key principles behind learning, memory, and attention to create materials that enable your audience to both gain and retain the knowledge and skills you're sharing. Updated to cover new insights and research into how we learn and remember, this new edition includes new techniques for using social media for learning as well as two brand new chapters on designing for habit and best practices for evaluating learning, such as how and when to use tests. Using accessible visual metaphors and concrete methods and examples, Design For How People Learn, Second Edition will teach you how to leverage the fundamental concepts of instructional design both to improve your own learning and to engage your audience.