Monster Mayhem: Tech Strategies for Biting into Language Education
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Presenters

Session description
Purpose & objective
PURPOSE: This presentation serves a dual purpose: to offer students a fresh window into world cultures and to foster language proficiency through task- and project-based learning, all within the captivating framework of discussing monsters. In traditional classrooms, achieving both cultural exploration and language mastery can be a challenge. We propose an innovative approach that leverages technology and monsters to create dynamic, adaptive learning environments, providing students with a truly immersive and engaging language learning experience. This presentation is the culmination of years of expansion and adjustments across K-12 classes.
OBJECTIVES: Through this session, participants will be able to: 1) explore the importance of monsters and legends in world cultures; 2) discovery ways for monsters to help quickly facilitate language acquisition in their classrooms; 3) access and test out a toolkit of tech tools, online resources, and adaptable templates; 4) reflect on their own programs and identify areas where they can take these strategies and tools and implement them appropriately.
Outline
1. Exploration of Monsters, World Cultures, and Intentionality in Curricula [15 min] — guided discussion, participant opinion/experience polls
2. Language-based Activity Walkthroughs [35 min] — unit overviews, lesson plan guides, peer practice games, tech tool practice/demos (Pear Deck, Gimkit, Flip, Minecraft, AI animation and image creation, etc.)
3. Participant Self-reflection and Open Forum/Q&A [10 min] — individual work time, group discussion, “slow-burn” Q&A via Padlet
Supporting research
Henshaw, F. and Hawkins, M. (2022). Common Ground: Second Language Acquisition Theory Goes to the Classroom
Krashen, S. (1982). Principles and Practices of Second Language Acquisition. Los Angeles: Pergamon.
VanPatten, B. (2017). While We're On the Topic: BVP on Language, Acquisition, and Classroom Practice. Alexandria, VA: ACTFL.
Session specifications
Laptop: Chromebook, Mac, PC
Tablet: Android, iOS, Windows
Designer
- Use technology to create, adapt and personalize learning experiences that foster independent learning and accommodate learner differences and needs.
- Design authentic learning activities that align with content area standards and use digital tools and resources to maximize active, deep learning.
Creative Communicator
- Students publish or present content that customizes the message and medium for their intended audiences.