Technologically and linguistically adventurous EFL teacher, trainer, writer and manager

Part of a series of summaries of the talks I’m attending at IATEFL Liverpool 2013. Please feel free to add things or correct me if I’ve misinterpreted anything!
These are the main points from Graham Stanley’s talk, taken from my tweets.

How many people do you see? It’s a creativity test!

Creativity should be a cental part of what you do, not an add-on.

@grahamstanley is focussing on the activity IWB Island in ‘Language Learning with Technology’ from CUP. Learners created their own islands on paper, and @grahamstanley asked them to add e.g. mountains. @grahamstanley scanned them, then traced over them on the computer, so you can then create something like this.

Students created a tourist guide for their own islands. The central island is @grahamstanley’s, which SS travelled too and explored. Students had a copy of a picture of their island, decided on style of government, elected a president and ministers, and chose a currency.
The central island was the location for a lot of fluency games, like ‘werewolf’. Werewolf can be played with 7+ students. The villagers have to eliminate the werewolves, the werewolves eat the villagers. During the day,the werewolves have to pretend to be a villager too. Demonstrates it’s difficult to lie over an extended time. There’s a day phase and a night phase. Everyone closes their eyes. 6 people chosen as werewolves secretly. WWs open eyes. WWs identify other WWs, then choose a victim. Everyone opens eyes, narrator/T points out victims. Villagers identify WWs. While they’re playing, the teacher has to be storyteller. Also notes lang SS using to identify werewolves. To identify WWs, students use sounds they heard to help, and ask questions. Students can produce role cards as villagers. It can be used with many levels – adaptable, language can be changed. You play the game until all of the villagers or all of the werewolves are dead. You can find the rules by searching for ‘werewolf:the game’ on the net.
Rory’s Story Cubes can be used too. There is an app, or you can take the set around the room, ask students to take a photo, then move the dice to the next group. By situating the games in the island, there is an ongoing narrative, and it makes them more real. There’s a continuity.
Graham emphasises that even though he’s written books on technology, he regularly teaches tech-free too. Not always necessary!


Graham subsequently did a workshop for Cambridge English Teacher on the same topic. Andrea Wade wrote a summary of it on her blog.

Comments on: "Creative pedagogy, language learning and technology – Graham Stanley (IATEFL 2013)" (2)

  1. Great summary, very clear and inspiring!)


  2. p j reddy said:

    Thank you. i could learn many things from your review reports.


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