UNI081 Approaches to English Language TeachingIstinye UniversityDegree Programs Digital Game Design (English)General Information For StudentsDiploma SupplementErasmus Policy StatementNational Qualifications
Digital Game Design (English)

Preview

Bachelor TR-NQF-HE: Level 6 QF-EHEA: First Cycle EQF-LLL: Level 6

Course Introduction and Application Information

Course Code: UNI081
Course Name: Approaches to English Language Teaching
Semester: Fall
Course Credits:
ECTS
5
Language of instruction: English
Course Condition:
Does the Course Require Work Experience?: No
Type of course: University Elective
Course Level:
Bachelor TR-NQF-HE:6. Master`s Degree QF-EHEA:First Cycle EQF-LLL:6. Master`s Degree
Mode of Delivery: Face to face
Course Coordinator: Araş. Gör. BURAK ASLAN
Course Lecturer(s):
Course Assistants:

Course Objective and Content

Course Objectives: Introduction to theoretical approaches to second/foreign language learning from GTM to Audio-lingual and communicative method and the overview of conceptual issues in second language learning in naturalistic settings and in the classroom with special focus on the ability to develop an teaching method applicable in real educational environments.
Course Content: Definition of language learning, general learning theories, theories of language learning, neurolinguistic, sociolinguistic, psycholinguistic.

Learning Outcomes

The students who have succeeded in this course;
1) To be able to define language learning,
2) To be able to describe general learning approaches
3) To describe general language learning approaches,
4) To be able to express the connection between language and brain,
5) To be able to evaluate language learning from a psycholinguistic perspective.

Course Flow Plan

Week Subject Related Preparation
1) Introduction, Brown, CH 1, Crain &Lillo-Martin, CH 1
2) Language Learning in Early Childhood, Lightbown & Spada CH 1 Stages of Language Acquisition, Crain &Lillo-Martin, CH 3
3) Second Language Learning, Lightbown & Spada CH 2 Explaining Second Language Learning, Lightbown & Spada CH 4
4) Instructed Second Language Acquisition, Gass, CH 11 Comparing and Contrasting L1&L2, Brown CH3
5) Universal Grammar, Crain &Lillo-Martin, CH 6 Modularity Hypothesis, Crain &Lillo-Martin, CH 7
6) Language Acquisition, Ellidokuzoğlu, 2017
7) Language Acquisition, Krashen, 2013
8) MID-TERM
9) Language Acquisition, Krashen Video
10) Looking at Interlanguage Processing, Gass, CH 8 Nonlanguage Influences, Beyond the Domain of Language, Gass CH 12
11) Communicatice Competence, Brown Ch 8
12) Introduction to Applied Linguistics, Schmitt & Celce-Mercia, CH 1
13) Introduction to Psycholinguistics, O'grady & Archibald CH 12
14) Introduction to Neurolinguistics, O'grady & Archibald CH 13 Introduction to Sociolinguistics and Language Education, Bayyurt, 2013

Sources

Course Notes / Textbooks: Brown, D.H. (2017). Principles of Language Teaching & Learning 6th edition. Pearson.
Crain, S., & Lillo-Martin, D. C. (1999). An introduction to linguistic theory and language acquisition (No. Sirsi) i9780631195351).
Lightbown, P. M., & Spada, N. (2013). How languages are Learned 4th edition. Oxford Handbooks for Language Teachers. Oxford University Press.
O'grady, W., & Archibald, J. (2015). Contemporary linguistic analysis: An introduction. Pearson Canada.
Selinker, L., & Gass, S. M. (2008). Second Language Acquisition. Lawrence Erlhaum Ass.
References: Brown, D.H. (2017). Principles of Language Teaching & Learning 6th edition. Pearson.
Crain, S., & Lillo-Martin, D. C. (1999). An introduction to linguistic theory and language acquisition (No. Sirsi) i9780631195351).
Lightbown, P. M., & Spada, N. (2013). How languages are Learned 4th edition. Oxford Handbooks for Language Teachers. Oxford University Press.
O'grady, W., & Archibald, J. (2015). Contemporary linguistic analysis: An introduction. Pearson Canada.
Selinker, L., & Gass, S. M. (2008). Second Language Acquisition. Lawrence Erlhaum Ass.

Course - Program Learning Outcome Relationship

Course Learning Outcomes

1

2

3

4

5

Program Outcomes
1) Being able to write creatively, imagine, and produce original and inspired fictional scenarios, places, and universes. Being able to produce 2D and 3D visual designs and impressive auditory compositions. Being able to plan all these artistic practices around certain goals and with a focus on design. Being able to design the videogame design process itself.
2) Being able to think and produce creative content based on mathematical data. Being able to parametrically design. Being able to quantify art and design practices, such as creative writing, graphical, illustrative, spatial, and character design. Being able to ideate qualitatively and subjectively through quantitative and objective approaches.
3) Being able to work on projects by incorporating various fields of expertise and the content that originates from these fields. Being able to work as part of a team while embracing different ideas and skills. Being able to produce comprehensive and total videogame concepts. Being able to edit, exhibit, present, and defend works in portfolio and presentation formats.
4) Achieving critical thinking literacy on videogame history and theory. Being able to think through and produce academic texts about the philosophical, anthropological, political, and social manifestations of games. Being vigilant about the contemporary problematics of videogame epistemology. Displaying professionalism in accepting criticism.
5) Being informed about the historical accumulation and contemporary productions of the videogame culture and other cultural playgrounds from which videogame culture draws. Being able to tackle, process, and position both aesthetic and technical production and thinking methods as cultural activities.
6) Being knowledgeable about the past, aware of the present, and foresighted about the future potentials of the social and economic realities of videogames. Being able to handle professional relations, create correspondence, and manage production plans. Being a generalist, while also specializing in one or more areas of expertise.
7) Being able to research, filter data, and synthesize both within and outside videogame epistemology at every stage of production. Being able to conduct interdisciplinary research. Being able to create original ideas by remixing content from various sources. Learning to learn.
8) Understanding, learning, and using professional content authoring tools and technologies. Being able to design workflows in service of various production requirements. Being able to use technologies within the workflow besides the usual and intended purposes, and researching, discovering, and putting to use technologies for new purposes.

Course - Learning Outcome Relationship

No Effect 1 Lowest 2 Average 3 Highest
       
Program Outcomes Level of Contribution
1) Being able to write creatively, imagine, and produce original and inspired fictional scenarios, places, and universes. Being able to produce 2D and 3D visual designs and impressive auditory compositions. Being able to plan all these artistic practices around certain goals and with a focus on design. Being able to design the videogame design process itself.
2) Being able to think and produce creative content based on mathematical data. Being able to parametrically design. Being able to quantify art and design practices, such as creative writing, graphical, illustrative, spatial, and character design. Being able to ideate qualitatively and subjectively through quantitative and objective approaches.
3) Being able to work on projects by incorporating various fields of expertise and the content that originates from these fields. Being able to work as part of a team while embracing different ideas and skills. Being able to produce comprehensive and total videogame concepts. Being able to edit, exhibit, present, and defend works in portfolio and presentation formats.
4) Achieving critical thinking literacy on videogame history and theory. Being able to think through and produce academic texts about the philosophical, anthropological, political, and social manifestations of games. Being vigilant about the contemporary problematics of videogame epistemology. Displaying professionalism in accepting criticism.
5) Being informed about the historical accumulation and contemporary productions of the videogame culture and other cultural playgrounds from which videogame culture draws. Being able to tackle, process, and position both aesthetic and technical production and thinking methods as cultural activities.
6) Being knowledgeable about the past, aware of the present, and foresighted about the future potentials of the social and economic realities of videogames. Being able to handle professional relations, create correspondence, and manage production plans. Being a generalist, while also specializing in one or more areas of expertise.
7) Being able to research, filter data, and synthesize both within and outside videogame epistemology at every stage of production. Being able to conduct interdisciplinary research. Being able to create original ideas by remixing content from various sources. Learning to learn.
8) Understanding, learning, and using professional content authoring tools and technologies. Being able to design workflows in service of various production requirements. Being able to use technologies within the workflow besides the usual and intended purposes, and researching, discovering, and putting to use technologies for new purposes.

Assessment & Grading

Semester Requirements Number of Activities Level of Contribution
Midterms 1 % 50
Final 1 % 50
total % 100
PERCENTAGE OF SEMESTER WORK % 50
PERCENTAGE OF FINAL WORK % 50
total % 100

Workload and ECTS Credit Calculation

Activities Number of Activities Preparation for the Activity Spent for the Activity Itself Completing the Activity Requirements Workload
Course Hours 14 0 3 42
Study Hours Out of Class 16 0 5 80
Midterms 1 0 2 2
Final 1 0 2 2
Total Workload 126