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What skills and strategies are involved in reading in a second language?

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What skills and strategies are involved in reading in a second language?

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Matching the written symbols on the page with sound, identifying words, using sytactic information to help construct meaning, and using working memory to assist these operations

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How can technology motivate and support second language reading?

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How can technology motivate and support second language reading?

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What kinds of second language reading resources can technology provide?

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What kinds of second language reading resources can technology provide?

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Using expectations about the likely content, organization, and language of the text to predict, infer, and confirm individual words in the text and build up an understanding using knowledge of the world, how particular texts are structured, as well as the language use which is typical of particular kinds of texts.

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1. Success in learning something through reading🥳​

2. Student choice and autonomy💪

3. Social collaboration for reading tasks🤝​

4. Support and scaffolding for reading strategies​👩‍🏫​

5. Interesting texts📑​👀

6. Opportunities for extended reading​📚​

7. Evaluation and feedback that support learning🔎​✔️​

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In Portugal EFL students posted reviews of books they had enjoyed.

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Technology has provided vast resources of texts which are easily available to readers in digital form, such as online newspapers, magazines and journals, online courses, e-books, websites, and digital and interactive fiction.

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Jean-Paul DuQuette set up an EFL reading circle in Second Life, students played different roles in reading as "Discussion Leader", "Summarizer", "culture collector" "word master", "passage person" and connector".

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Browser plug-in wich you can activate when you have found an online text that you think will interest your students.

This tools allow you to

Post reading tasks

Use sticky notes

Highlighting text

Feedback of the teacher

Reply of other students

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Modern research platform for school and work

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Examples of teachers building reading communities online:

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Examples of teachers building reading communities online:

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What's your biggest motivator for reading in your L2?

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Click on the image to see it full size :)

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Lofi Reading Music Vol. 3  📖 | Best of Lofi Hip Hop ChillHop & JazzHop

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Free educational games aimed at children between 5 and 8 years old. Made by a UK teacher with 20 years of experience in education.

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These books are simplified classic books or written from scratch ones using simple English. Such books are graded by levels. The lower level - the simpler words and language constructions are used. Using graded books, you can enjoy reading without much effort and slowly increase your vocabulary!

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Digital fiction (also known as electronic literature) is written for and read from a computer and uses the capabilities of the computer for literary effect.

Some digital fictions contain sound effects, images, film, hyperlinks, or mini-games!

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Interested in digital fiction but not sure where to start? Here's a beginner's guide to digital fiction to get you on your way.

What is Digital Fiction?

Digital fiction (also known as electronic literature) is written for and read from a computer and uses the capabilities of the computer for literary effect.

Some digital fictions contain sound effects, images, film, hyperlinks, or mini-games. Therefore, rather than existing as a digital version of a print text (like an e-book), digital fictions would lose something if they were printed out.

Also unlike e-books, in which the reader moves from one page to another in a linear fashion, in many digital fictions, the reader has a role in constructing the narrative, either by selecting hyperlinks or by controlling a character's journey through the fictional world.

Digital fictions therefore require that the reader interacts with them throughout the reading experience.

Different types of digital fiction

Hypertext fiction (on and off the Web);

Kinetic literature (produced using Flash software);

App-fiction (for tablets and smartphones);

Interactive Fiction (text-based adventure games);

Fiction written online (e.g. via Twitter, emails, blogs, etc.);

Collaborative writing projects that allow readers to contribute to the story;

Videogames that have a literary component.

Perhaps you aren't sure whether you want to read fiction from a computer. Perhaps you're worried that you haven't read anything like this before. It's true that reading digital fiction is a very different experience to reading fiction in print, but it can be just as enjoyable. You'll need to think about how the pictures, sounds and words work together to understand the story. The more you read, the more you will get used to the new experience.

As with print books, we don't all like the same kind of digital fiction, so we've recommended all different kinds of digital fiction below. We've split them into genres and indicated how much interactivity is required in each. We've also mentioned what age groups the fictions are suitable for. Try a few out and see which you like best.

You will need to use earphones to read most of these texts. As a bonus, all of the web-based digital fictions listed below can be read for free!

By Kate Pullinger and Chris Joseph is a linear story which uses images, sounds and text to tell the story of Jacub, an immigrant trying to reach England from Pakistan. It is told over several episodes, each of which is fairly short.

By J. R. Carpenter follows a Canadian girl named Lynne, who feels isolated and disconnected from both of her homes: the rural fishing village of Brooklyn, Nova Scotia (Canada) and the urban Queens, New York (USA). It uses text, image, sound and film and is quite straight-forward to navigate.

By Serge Bouchardon and Vincent Volckaert can be read in English, French, Spanish and Italian. It follows a man who feels he is losing control of his life, relationships and self. It uses image, text and sound. If you have a web-cam on your computer, there's an interesting twist at the end!

By Lance Olsen and Tim Guthrie is a text that centres on what goes through the minds of the audience in a cinema at the Mall of America ten minutes and one second before the film starts.

After the introduction (which you can skip via the top-right of the screen), click the question mark for an overview of how to navigate the text. This text uses image, sound, text and also hyperlinks to other websites. (There are some adult themes in this text.)

By Philippa J Burne follows a character referred to only by 'you'. From the beginning, you have to make choices about where 'you' will go and who 'you' will speak to. It is largely text-based and fairly easy to navigate using the hyperlinks.

By Christine Wilks, who is based in Leeds, is an interactive story about a woman sculptor, carving on the site of a former colliery in the north of England, now landscaped into a country park.

It largely uses oral storytelling as well as film and image.

By Christine Wilks is an interactive, non-linear memoir in which the narrator explores her relationship with her dressmaking mother. To read, select one of the dressmaking tools and follow the pattern to reveal text.

By Robert Kendall is, on the face of it, an interactive whodunit, but it is actually both a standard detective thriller and also a self-referential text about digital writing.

It uses text, image and sound. Read and find out who's murdered whom, and what this text is really about!

By Andy Campbell and Judi Alston is told partly through a 3D game-like application. Schoolboy Carl lives with his grandmother on an anonymous housing estate and spends his time hanging out with Alex, an oddball kid obsessed with video games.

But when Alex disappears for no apparent reason, things begin to change: Carl's grandmother hides weird objects in her sideboard, his homework reveals frightening messages, and none of his friends - it seems - even remember who Alex was in the first place.

By Kate Pullinger is a project based on a statue that stands in Paddington Station in London. Pullinger invited individuals to write the letter they imagined him carrying and the results are collated on the website.

Is an interactive novel in which the reader acts as Frankenstein's confidant, guide and conscience. Throughout the narrative readers must choose how they would like Frankenstein to proceed, and are allowed to explore the dark, mysterious world in which the original story is set.

By Gavin Inglis places the reader in this supernatural story by asking them to make choices about where 'you' will go and who 'you' will speak to. Eerie occurrences may influence your fate!

By Steve Jackson is an interactive adventure in a world of monsters, traps, and magic in which every step of the adventure is yours to decide.

In this text, there is an emphasis on gameplay (e.g. combat skills) as opposed to literary interpretation as you navigate your chosen character through the fictional world.

By Kate Pullinger and Chris Joseph is perhaps the most well-known digital fiction. It follows Alice as she tries to make sense of the world she lives in.

There are currently 4 episodes, following Alice living in various different towns and countries from aged 6 to 14.

It can be read in English, Italian, Spanish, French and German. Resources for adults using this text with younger readers can be found on the website in the 'Teach with Alice' section.

By Naomi Alderman is a murder mystery style text, but its focus is on women and education, and women's rights generally, at the beginning of the twentieth century.

The story includes game-like interactive elements but is otherwise a linear narrative. Resources for adults using this text with younger readers can be found on the website in the 'About' section.

This information also appears on the Sheffield Central Library Reading Room page.

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Interested in digital fiction but not sure where to start? Here's a beginner's guide to digital fiction to get you on your way. What is Digital Fiction? Digital fiction (also known as electronic literature) is written for and read from a computer and uses the capabilities of the computer for literary effect.

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Traditionally, in this stage you discuss the topic of the text to get an overall idea, activate students' existing cultural knowledge about the topic and give some input. You establish what kind of text it might be, how that genre is structured, and the reason for reading the text.

With technology, you can incorporate:

Background Knowledge Builders: Educational websites and apps can introduce readers to the topic of the text through interactive elements like timelines, simulations, or virtual tours.

Vocabulary Preview Tools: Online tools can analyze a text and generate lists of key vocabulary words with definitions, images, or even short videos explaining their meaning.

Author and Book Information: Websites and online databases can provide readers with information about the author's background, writing style, and historical context of the book, setting the stage for a richer reading experience.

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In this stage, learners are given tasks that encourage them to read actively, and to use reading strategies such as predicting what will come next, or guessing the meaning of unknown words, taking notes, react, fill in charts or answer questions to identify key pieces of information.

With technology, you can incorporate:

Digital Dictionaries and Translators: These tools allow for seamless integration of word definitions without breaking the reading flow. Some even offer functionalities like showing synonyms, antonyms, or example sentences.

Text Annotation Tools: Highlighting, note-taking, and mind-mapping apps on tablets or e-readers make it easier to track important points, analyze relationships between ideas, and organize thoughts for better comprehension and analysis.

Online Resources: With a quick search, readers can access further information related to specific topics, historical figures, or scientific concepts mentioned in the text, enriching understanding.

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Typically, this stage asks students to make use of the information and language they have been exposed to in the text.

With the incorporation of technology, students can go through all stages at their own pace and access and share evidence of their comprehension with the teacher and other students.

Here are some activities that can be enhanced by technology at this stage:

Interactive Quizzes and Games: Online quizzes with multiple-choice or open-ended questions can assess comprehension and identify areas that might need revisiting. These quizzes can be gamified to make the process engaging.

Discussion Forums and Blogs: Online communities allow readers to discuss the book with others, share interpretations, ask questions, and gain different perspectives, fostering deeper analysis and critical thinking.

Creative Tools: Mind-mapping apps or collaborative platforms can be used to create summaries, plot diagrams, or even creative projects like digital posters or presentations based on the book, promoting active engagement with the material.

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Browse Sight Word Games. Award winning educational materials designed to help kids succeed. Start for free now!

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After checking out all the information and resources on this Padlet, click on the link or scan the QR to access our QUIZ.

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Reading Skills enhanced by Technology QUIZ

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Answer the following questions based on the information on Padlet.

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Melania Paduraru set up a Google site as a platform for her students to be able to post homework and also read each other homework.

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Wordwall - Crea mejores lecciones de forma más rápida

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Identifying letters, Matching sounds to orthography, Dealing with unknown words - An ESL student reading a news article might encounter "inauguration." They can use cognates like "inaugural" in their native language or context clues to guess the meaning., Setting appropriate goals for comprehension - Before reading a movie poster, an ESL learner sets a goal to identify the title, genre (comedy, action), and actors.,

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Arrastra y suelta cada palabra junto a su definición.. Identifying letters, Matching sounds to orthography.