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The weekly column
Article 39, November 2000
University studies - suggestions for a CALL/Internet
lesson
By Rolf Palmberg
Department of Teacher Education
Abo Akademi University
Finland
The purpose of the lesson plan outlined below is to suggest
ways in which a CALL program entitled Campus (click
to download) can be used with intermediate and advanced EFL learners
to practise basic language functions (suggesting alternatives, arguing,
agreeing, disagreeing, persuading and defending) and vocabulary items
relating to educational systems, student life and budgeting (including
notions such as scholarships, exams, credit units, student loans and financial
aid).
Suggested pre-computer work
Write the words "university studies" on the
blackboard and ask the learners individually to write down all content
words relating to university studies that they come to think of. After
a couple of minutes, ask them to form pairs or groups of three and share
their word lists with each other.
Organise a learner survey on the topic: "If you
were a university student, how much time would you devote to each of the
following activities: studies, gainful employment, having fun?" Next
allow a few minutes for a whole-class discussion for the learners get
an overall picture of the results.
Organise small-group discussions about the likely long-term
outcome of oversized proportions of time devoted to any of the three categories
indicated above. Again, allow a few minutes for group presentations for
everyone to get an overall picture of the general opinion.
Suggested computer work
Introduce the Campus program and divide the learners
into groups of three for each computer. Start the program and tell the
learners that since the program demands constant decision-making, they
are repeatedly forced to discuss and agree among themselves as to what
actions to take and what alternatives to choose. The consequences of each
decision will become evident immediately after a choice has been entered,
and the learners may then analyse the new situation and decide upon further
action. If relevant for later classroom work, ask them to make notes of
their choices and decisions.
Remember that your instructions need not be "realistic".
You could, for example, challenge the learners to compete for example
for the longest time of study, the highest monthly salary, or the best
annual exam results. Or, you could give the learners different roles to
play, by asking one learner in each group to argue in favour of full-time
studies, another to speak for earning money and the third for having fun.
Or, alternatively, you could ask one group to concentrate on studies,
one group on gainful employment and one on having fun. The groups could
then compare their respective situation at regular time intervals (every
five minutes would be fine).
Move from group to group while the learners are working,
and be prepared to provide help whenever necessary. You may also have
to remind them that all conversation must be carried out in English.
When the learners have finished the program, you have
two major options. You may either continue working with the computers
or go on with a suitable post-computer activity.
Suggested follow-up task on the Internet
Tell the learners that there are certain things they
must find out about university studies from the Internet. More specifically
(depending on the classroom time available and the goals of the learning
session), ask them to select an existing university (in the UK or elsewhere,
depending on your or their choice) and find out about its entrance requirements,
credit unit system, programme options, degrees and diplomas offered, fees,
tuition, tests etc. Ask the learners to work in groups of three or four,
to make notes of their findings and to be prepared to present the results
to their classmates.
Suggested post-computer work
Ask the learners to present the university selected in
accordance with the instructions given. When all groups have finished
their presentations, the information thus accumulated could be used as
a basis for class discussion about one of the universities presented by
the learners. Or, you could ask the learners to discuss any differences
between the selected universities in general or compare in detail one
or two of the facts investigated and discuss whatever they have found
interesting.
If you decided not to introduce an Internet follow-up
task, divide the learners into groups of three or four and ask them to
compare the outcome of their time as university students. Did they manage
to complete their studies? If not, why not? What aspects of the program
did they find realistic? Which were unrealistic? What aspects of the program
did they like? Which didn't they like? Next, ask them to form new groups
and share their findings and always to give reasons for their opinions.
Organise a role-play activity involving one-to-one interviews
(with one learner in each pair playing the part of a reporter and the
other one that of a university student) in order to provide the learners
with yet another opportunity to practise the program vocabulary and relevant
language functions. Or, if you want to transfer the emphasis onto specific
grammar points instead, for example practising conditional sentences,
ask the learners to discuss in pairs what they think would have happened
if ..., what they think they ought to have done differently, or, what
they would in fact do differently if they were to do the computer simulation
again? Again, ask the learners to give reasons for their opinions.
CAMPUS - about the program
Campus is a computer program which simulates university
studies. The task of the learners (who assume the roles of university
students) is to try to survive (financially and mentally) until they have
completed the studies required to secure them an academic degree.
When the game starts, the learners have a student loan
of GB£ 1.000 at their disposal. While playing, they can at any time engage
in a range of activities including study, work or leisure (or any combination
of the three), taking relaxing holidays, gambling for money, and finding
out facts about the game. There is a PROGRESS REPORT window displayed
on the screen
at all times which shows the current YEAR, MONTH, STUDY DEBTS, AVAILABLE
CASH, YEAR'S PAY, CREDIT UNITS and STRESS INDEX.
Time and money are two important variables in the program.
Successful studies are rewarded with scholarships, whereas slow studies
lead to premature repayment of the student loan. The learners must therefore
plan their financial situation carefully and take into account not only
their monthly rent and food expenses and regular loan interest and repayments,
but also the facts that salaries are progressively taxed above a certain
annual income bracket and that gambling and applying for new bank loans
add to their stress index. The program also includes regular academic
assessment (university terminology tests) and as in real life, the learners
may meet with various unpredictable eventualities such as car accidents
and love affairs.
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to the ELT Newsletter, please click
here.
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