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Association for Language Learning

Association for Language Learning

3 Projects, page 1 of 1
  • Funder: UK Research and Innovation Project Code: AH/T002263/1
    Funder Contribution: 72,637 GBP

    This project will develop materials for use in language teacher training and Continuous Professional Development (CPD) to address a well-evidenced need for a historical perspective in language teacher training, using research in the History of Language Learning and Teaching (HoLLT) to inform language teaching practice and policy. It will draw on recent research in HoLLT generated in the AHRC-funded Research network 'Towards a History of Modern Foreign Language Teaching and Learning'. Taking five key themes of immediate relevance to teaching practice today, we will embed HoLLT in language teachers' training and CPD, responding to evidence that teachers benefit from the framework that HoLLT gives them to reflect on and critique their own and others' practice and policy. Our materials will translate research into packages tailored to the needs of practising teachers, making explicit links to their current and future roles, and they are designed to be used in training without expert input, so that they can be widely used and embedded in training. We will incorporate an understanding of the history of language teachers' specialist discipline in training, in the way that history of medicine now informs medical training, equipping teachers to be more critically reflective in the classroom and thus more effective as teachers, as well as to be advocates for language learning and multilingualism. Five themed training packages will be produced and made freely available, and will be distributed to our networks of initial teacher training providers and teachers. To ensure good take-up, we will launch the CPD materials with teachers and training providers at five dedicated workshops in the four nations of the UK, sponsored and publicized by our project partners, who are the main language teacher associations and CPD centres in the UK. The packages give teachers the toolkit they need to use the past in order to make decisions about their current and future practice. The five themes all tackle topical concerns in language pedagogy, providing a historical perspective on each of the key themes: 1. Differentiation and diversity in language teaching 2. What does it mean to teach culture? 3. Who's afraid of grammar and translation? 4. The target language in the classroom 5. Making the case for languages - policy and advocacy The project is a crucial intervention in supporting teachers' training, practice and advocacy skills, at a time when language learning is in steep decline, despite the well-evidenced languages deficit in businesses, and energetic efforts to reinvigorate it at all levels (see e.g. the British Academy report Born Global 2016).

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  • Funder: UK Research and Innovation Project Code: AH/N004701/1
    Funder Contribution: 3,230,980 GBP

    Languages are currently valued mainly as practical tools for basic transactions in monoglot contexts. Yet language use is a creative act. Languages evolve in interaction with the needs of individuals who acquire and shape their linguistic resources in interaction with multiple intersecting communities. They change and mingle as cultural constellations shift, and they rapidly turn new technical possibilities into communicative innovations. The crisis of Modern Foreign Languages in UK schools, with its serious consequences for higher education, business, and diplomacy, has its roots in globalisation, the expansion of English as global lingua franca, and diversifying electronic media dominated by English. Arguably it also marks the failure of UK policy-makers and the educational sectors to address these challenges with the necessary understanding, imagination, and unity of purpose. This programme exploits the crisis as an opportunity to engage stakeholders in a collaborative process of rethinking the identity of Modern Languages from the ground up. It will seek to dismantle assumed oppositions between 'vocational' and 'academic' purposes, and develop a concept of languages that responds to the multi-faceted needs of individuals and communities in the contemporary world. Researchers from Oxford, Cambridge, Manchester, Reading, SOAS (London), and Pittsburgh will pool their expertise in some 40 languages to unlock the subject's creative and connective potential by investigating how languages and creativity interact in processes involving more than one language. Research in seven interlocking strands will analyse how we turn thoughts into language-specific metaphors (strand 1), deploy the resources offered by our language to name the elements of our environment (strand 2), and negotiate language 'barriers' to intelligibility across related languages (strand 3). They will seek to capture the creative stimulus generated by multilingual theatre and music (strand 4), identify the creative processes initiated by multilingual literature (strand 5), and explore the creation of multiple meanings in the act of translation (strand 6). Empirical research will compare functional and creative methodologies in language learning and establish benefits of creative activities for the literacy, motivation, and confidence that are key factors in take-up and progression (strand 7). In order to understand multilingual creativity, we need to engage with a variety of contexts and exchange knowledge with practitioners. Partners from beyond academia will contribute to focus groups, workshops, conferences and specialised projects. To take just a few examples, the British Council will enhance opportunities for engagement with policy-makers and involve learners across the world. Work on community languages within the UK will be augmented by a window onto linguistic communities across over 120 countries opened up by BirdLife International. Collaboration with Sputnik Theatre Company, Punch Records, the Ashmolean Museum and cultural festivals will facilitate cross-language projects with actors and musicians, an exhibition, a 'Linguamania' celebration and a Multilingual Music Fest for primary school children. English PEN will provide opportunities to find out about multilingual experiments by creative writers. Meanwhile language experts from GCHQ and ING Media will give insights into the creative language skills used in intelligence and PR. Teachers and learners in schools will interact with the research throughout, culminating in an interactive schools Roadshow. The programme will transform research in Modern Languages by invigorating the subject from the grass-roots up to blue-sky research. By putting creativity at the heart of languages, it will reconnect languages with the arts and humanities while allowing their innovative force to become productive across disciplines and communities.

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  • Funder: UK Research and Innovation Project Code: EP/M023265/1
    Funder Contribution: 4,039,830 GBP

    The creative industries are crucial to UK social and cultural life and one of the largest and fastest-growing sectors of the economy. Games and media are key pillars for growth in the creative industries, with UK turnovers of £3.5bn and £12.9bn respectively. Research in digital creativity has started to be well supported by governmental funds. To achieve full impact from these investments, translational and audience-facing research activities are needed to turn ideas into commercial practice and societal good. We propose a "Digital Creativity" Hub for such next-step research, which will produce impact from a huge amount of research activity in direct collaboration with a large group of highly engaged stakeholders, delivering impact in the Digital Economy challenge areas of Sustainable Society, Communities and Culture and New Economic Models. York is the perfect location for the DC Hub, with a fast-growing Digital Creativity industry (which grew 18.4% from 2011 to 2012), and 4800 creative digital companies within a 40-mile radius of the city. The DC Hub will be housed in the Ron Cooke Hub, alongside the IGGI centre for doctoral training, world-class researchers, and numerous small hi-tech companies. The DC Hub brings: - A wealth of research outcomes from Digital Economy projects funded by £90m of grants, £40m of which was managed directly by the investigators named in the proposal. The majority of these projects are interdisciplinary collaborations which involved co-creation of research questions and approaches with creative industry partners, and all of them produced results which are ripe for translational impact. - Substantial cash and in-kind support amounting to pledges of £9m from 80 partner organisations. These include key organisations in the Digital Economy, such as the KTN, Creative England and the BBC, major companies such as BT, Sony and IBM, and a large number of SMEs working in games and interactive media. The host Universities have also pledged £3.3m in matched funding, with the University of York agreeing to hire four "transitional" research fellows on permanent contracts from the outset leading to academic positions as a Professor, a Reader and two Lecturers. - Strong overlap with current projects run by the investigators which have complementary goals. These include the NEMOG project to study new economic models and opportunities for games, the Intelligent Games and Game Intelligence (IGGI) centre for doctoral training, with 55+ PhDs, and the Falmouth ERA Chair project, which will contribute an extra 5 five-year research fellowships to the DC Hub, leveraging £2m of EC funding for translational research in digital games technologies. - A diverse and highly active base of 16 investigators and 4 named PDRAs across four universities, who have much experience of working together on funded research projects delivering high-impact results. The links between these investigators are many and varied, and interdisciplinarity is ensured by a group of investigators working across Computer Science, Theatre Film and TV, Electronics, Art, Audio Production, Sociology, Education, Psychology, and Business. - Huge potential for step-change impact in the creative industries, with particular emphasis on video game technologies, interactive media, and the convergence of games and media for science and society. Projects in these areas will be supported by and feed into basic research in underpinning themes of data analytics, business models, human-computer interaction and social science. The projects will range over impact themes comprising impact projects which will be specified throughout the life of the Hub in close collaboration with our industry partners, who will help shape the research, thus increasing the potential for major impact. - A management team, with substantial experience of working together on large projects for research and impact in collaboration with the digital creative industries.

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