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Section 2 Guidelines For Designing Language Teaching Materials
Section 2 Guidelines For Designing Language Teaching Materials
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Guidelines for Designing Language Teaching Materials
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Disadvantages in Designing English
Language Materials
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Factors to Consider in Designing Materials
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proficiency may affect the type of instructional materials that will be
developed.
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Think-Pair-Share. Learners think individually for a few
minutes, and then discuss and compare their responses with a partner
before sharing with the entire class.
Buzz Groups. Learners discuss course-related questions
informally in small groups of peers.
Critical Debates. Learners assume and argue the side of an
issue that is in opposition to their personal views.
Fishbowl. Learners form concentric circles with the smaller,
inside group of students discussing and the larger, outside group
listening and observing.
Role-play. Learners assume a different identity and act out a
scenario.
Case Studies. Learners review a written study of a real-world
scenario and develop a solution to the dilemma presented in the case.
Word Webs. Learners generate a list of related ideas and then
organize them in a graphic, identifying relationships by drawing lines
or arrows to represent the connections.
Peer Editing. Learners critically review and provide editorial
provide feedback on peer’s essay, report, argument, research paper, or
other writing assignment.
Team games/tournaments. Learners work in heterogeneous
teams to learn content and compete in homogeneous team to earn
points for the home team.
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Language Experience Approach. To record learners’ ideas and
oral language and use the stories to increase literacy skills.
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Guariento and Morley (2001) have mentioned four broad
schools of thought regarding task authenticity. First is authenticity
through a genuine purpose. The emphasis of tasks should be primarily
be on meaning and communication, to ensure that real communication
takes place. Second, authenticity through real world targets. Task is
said to be authentic in this perspective by ensuring that the task has a
clear relationship with real world needs. Some examples of these tasks
are, reporting an experiment, buying a ticket, taking lecture notes,
giving directions. Third is authenticity through classroom interaction.
Tasks should have “sufficient potential for communication (Breen
1985, p. 67).” Examples of these tasks would be working in pairs and
groups, exploring on the usefulness and appropriateness of teacher
feedback. Last is authenticity through engagement. Tasks should allow
students to be immersed in their learning. These can be achieved by
making sure that tasks are interesting and have relevance and that the
purpose of the task is explained.
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Since first impression is important, teaching materials should
be appealing. This can be achieved through considering factors such as
the use of colors, density of the text page, the type size, the
cohesiveness of the presentation, and the consistency of the layout.
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For example, a material can present a lesson on adjectives
using several pictures or images or through an authentic text. With
regards to the activities, developers can provide practice task about the
lesson in which the learner can consult a classmate with regards to
identifying the adjectives used in a news article and then another
activity which is to be done individually about the same topic but
using a trailer of a movie.
Summary
References:
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Bridges, L. (2018). All children deserve access to authentic text.
Retrieved from https://edublog.scholastic.com/post/all-
children-deserve-access-authentic-text#
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