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1 
•Anke Berns (Language teacher) 
•Alberto Cejas Sánchez 
•Manuel Palomo Duarte 
•Juan Manuel Dodero Beardo (Software engineers) 
TEAM
CONTENT 
2 
1.TEACHING FRAMEWORK 
2.PURPOSE OF THE PROJECT 
3.IDEA OF THE APP 
4.DESIGN FEATURES 
5.EXPERIENCE 
6.OUTCOMES 
7.BENEFITS OF GUESS IT! for SL 
8.FUTURE WORK
1. TEACHING FRAMEWORK 
3 
•beginner level (A1.1; CEFR) 
•very large language courses 
•few hours of language practice in class versus many hours of independent learning 
•few opportunities to attend personal learner needs 
•need for more individualized feedback 
•need for more language input & output
2. PURPOSE is: 
4 
•to explore the potential of smartphones to enhance language learning out of class; 
•to provide learners with highly interactive learning materials & environments that could be accessed anytime and anywhere
3. IDEA of the APP 
5 
•APP should support out of class learning. 
•APP should facilitate ubiquous learning & offer learning statistics & feedback. 
•APP should get users actively involved in the game design & development.
4. DESIGN & INTERFACE 
6
4.1 Features 
7 
•GuessIt! is based on the idea of guessing & explaining words. 
•Users can play, assess & create new definitions to enter in the game. 
•Users can access different kinds of statistics on their individual game- performance. 
•Use of Google Speech to provide learners with audiofiles of all definitions.
4.2 Register for account & LOG in 
7
4.3 MENU & Category/level 
8
4.3 Guess - assess & report words! 
9
4.4 Report options 
10
4.5 GUESS or look first for a clue! 
11
CAN YOU GUESS THEM? 
12
… OR DO YOU NEED A CLUE? 
13
GUESS AGAIN! 
14
… OR DO YOU NEED A CLUE? 
15
WOULD YOU GUESS THESE? 
16
4.6 STATISTICS
… success ratio! 
18
CREATE A NEW DEFINTION! 
19
4.7 NOTEBOOK 
20
5. EXPERIENCE 
21 
•more than 120 students from the A1.1 level 
•2 training sessions in class 
•students used the APP for 4 weeks 
•each week they were asked to play a different level: level 1-2, level 3 y level 1-4 
•each week they had to fill in a test
22 
6. OUTCOMES 
•165.178 definitions played 
•Average play-time by each student: 9 hours 
•568 new definitions 
•Significant improvements in writing & speaking
23 
7. BENEFITS of GUESS IT! for SL 
•Learner centered 
•Involves learner actively 
in their learning process 
•Enhances interaction amongst users 
•Peer- assessment + feedback 
•Learning statistics 
•Ubiquituos Learning 
•Dynamic Content
24 
•Algorithm 
•Implementation of the system to allow users to improve reported definitions 
•Multi-Player-Mode 
•Other plataforms: iOS, Windows Phone 
•Integration in LMS: moodle, SNS, etc. 
8. FUTURE WORK
•THANK YOU FOR YOUR ATTENTION! 
If you -as a learner- have any suggestions on how to improve and implement the APP please contact us: 
anke.berns@uca.es 
alberto.cejas.sanchez@gmail.com 
25
WOULD YOU LIKE TO TEST IT? 
26

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Guess it! Language Trainer

  • 1.
  • 2. 1 •Anke Berns (Language teacher) •Alberto Cejas Sánchez •Manuel Palomo Duarte •Juan Manuel Dodero Beardo (Software engineers) TEAM
  • 3. CONTENT 2 1.TEACHING FRAMEWORK 2.PURPOSE OF THE PROJECT 3.IDEA OF THE APP 4.DESIGN FEATURES 5.EXPERIENCE 6.OUTCOMES 7.BENEFITS OF GUESS IT! for SL 8.FUTURE WORK
  • 4. 1. TEACHING FRAMEWORK 3 •beginner level (A1.1; CEFR) •very large language courses •few hours of language practice in class versus many hours of independent learning •few opportunities to attend personal learner needs •need for more individualized feedback •need for more language input & output
  • 5. 2. PURPOSE is: 4 •to explore the potential of smartphones to enhance language learning out of class; •to provide learners with highly interactive learning materials & environments that could be accessed anytime and anywhere
  • 6. 3. IDEA of the APP 5 •APP should support out of class learning. •APP should facilitate ubiquous learning & offer learning statistics & feedback. •APP should get users actively involved in the game design & development.
  • 7. 4. DESIGN & INTERFACE 6
  • 8. 4.1 Features 7 •GuessIt! is based on the idea of guessing & explaining words. •Users can play, assess & create new definitions to enter in the game. •Users can access different kinds of statistics on their individual game- performance. •Use of Google Speech to provide learners with audiofiles of all definitions.
  • 9. 4.2 Register for account & LOG in 7
  • 10. 4.3 MENU & Category/level 8
  • 11. 4.3 Guess - assess & report words! 9
  • 13. 4.5 GUESS or look first for a clue! 11
  • 14. CAN YOU GUESS THEM? 12
  • 15. … OR DO YOU NEED A CLUE? 13
  • 17. … OR DO YOU NEED A CLUE? 15
  • 18. WOULD YOU GUESS THESE? 16
  • 21. CREATE A NEW DEFINTION! 19
  • 23. 5. EXPERIENCE 21 •more than 120 students from the A1.1 level •2 training sessions in class •students used the APP for 4 weeks •each week they were asked to play a different level: level 1-2, level 3 y level 1-4 •each week they had to fill in a test
  • 24. 22 6. OUTCOMES •165.178 definitions played •Average play-time by each student: 9 hours •568 new definitions •Significant improvements in writing & speaking
  • 25. 23 7. BENEFITS of GUESS IT! for SL •Learner centered •Involves learner actively in their learning process •Enhances interaction amongst users •Peer- assessment + feedback •Learning statistics •Ubiquituos Learning •Dynamic Content
  • 26. 24 •Algorithm •Implementation of the system to allow users to improve reported definitions •Multi-Player-Mode •Other plataforms: iOS, Windows Phone •Integration in LMS: moodle, SNS, etc. 8. FUTURE WORK
  • 27. •THANK YOU FOR YOUR ATTENTION! If you -as a learner- have any suggestions on how to improve and implement the APP please contact us: anke.berns@uca.es alberto.cejas.sanchez@gmail.com 25
  • 28. WOULD YOU LIKE TO TEST IT? 26