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Gresham, Peta – English in Australia, 2012
This paper reflects one cycle of an action research project that investigated how integrating activity, competition, and visual learning strategies through IWB/ Smart Response technology could engage a lower level Year 12 Advanced English class in NSW--a group of boys who felt disconnected from the course of study. After my initial reconnaissance…
Descriptors: Video Technology, Action Research, Achievement, Visual Learning
Andrews, Richard – Routledge, Taylor & Francis Group, 2010
Imaginative and attractive, cutting edge in its conception, this text explicates a model for the integration of language arts and literacy education based on the notion of framing. The act of framing--not frames in themselves--provides a creative and critical approach to English as a subject. "Re-framing Literacy" breaks new ground in the language…
Descriptors: Rhetoric, Literacy, Language Arts, English Instruction
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Berent, Gerald P.; Kelly, Ronald R.; Aldersley, Stephen; Schmitz, Kathryn L.; Khalsa, Baldev Kaur; Panara, John; Keenan, Susan – Journal of Deaf Studies and Deaf Education, 2007
Focus-on-form English teaching methods are designed to facilitate second-language learners' noticing of target language input, where "noticing" is an acquisitional prerequisite for the comprehension, processing, and eventual integration of new grammatical knowledge. While primarily designed for teaching hearing second-language learners, many…
Descriptors: Teaching Methods, College Students, Deafness, Grammar
Meeker, Michael W. – 1983
Adapting strategies of invention from the new process-oriented rhetoric, the literature teacher can help students understand what they read through prereading exercises. Presenting students with an abstract model of a text's metaphoric structure, the teacher can spark students' immediate and imaginative response to the model, involving them…
Descriptors: Associative Learning, Diagrams, Discovery Processes, English Instruction
Fogel, Nancy S. – 1990
A computer-based method of communicating syntactic knowledge to deaf students was designed, building on the visual orientation of deaf students and employing such American Sign Language techniques as visualization and directionality. The computer-based instructional treatments were presented as an educational game called the "Yes-No Game," with…
Descriptors: Computer Assisted Instruction, Computer Graphics, Deafness, Educational Games