CALL
is the acronym for computer-assisted language learning. There are a
number of ways to conceptualize field of CALL, but one useful way,
especially for those just entering the field, is to divide computer use
according to the functional roles of tutor and tool, concepts
popularized for CALL. Here it is the list of representative acronyms and
attitudes of CALL; CELL, TELL, TALL, CBLT, IT and ICT, NBLT, DLL,
MALL.
In
practice, courseware has been used to refer to everything from
complete software packages that can be used without a teacher to
software that is just a part of a language learning course, sometimes a
minor or optional supplementary part. CALL software is a bit different
from a checkbook balancing program in that it involves a more complex
view of who the evaluators and end users are. Evaluation, for instance,
may be connected to the developer and be used for improving the
courseware prior to release, or it may be done by an outside reviewer
for a professional journal.
Implementation
considerations are relevant during the evaluation process, but they
become crucial when deciding how best to use software that is available.
Some of the key questions to address in implementation are the
following.
- What is the setting in which the students will be using the software (classroom, lab, home, etc.?)
- What kinds of training or preparatory activities are warranted?
- What kinds of follow-up activities either in or out of class will there be?
-
Given the options provided by the program, how much control will the
teacher exert, and how much control will be left to the learner?
Whether
they are done in class together, in a lab with individuals or pair
working on computers, or outside of class at a computer cluster, the
student's own computer, or even on a mobile device like a cell phone,
computer exercises should be clearly linked to the rest of the course.
In
many cases the tool uses may be more appropriate for a given teaching
approach or teacher's experience, or may serve a given learning
situation better. In one category of tool uses, computer-mediated
communication, or CMC, computers are a means through which teachers
communicate with learners, learners communicate with one another and
learners may even communicate with native speakers. That communication
takes place through variations in the following elements: timing
(synchronous or asynchronous), number and patterning of participants
(one to one, one to many, or many to many), and medium (text, voice, or
video). In addition, the physical properties of the device may offer a
significant variable, such as the difference between email on a
computer and text messaging on a cell phone. In this unit we will
briefly examine the options and then go over some of the rationale for
various uses to support language learning.
The
first use of CM C in language teaching almost certainly came through
email exchanges from teachers to students and among students within
classes. Email can be used for a number of purposes. Teachers can
receive homework from students and give responses to it. Students can
communicate with one another to practice using the language, to discuss
issues, to fulfill communicative tasks, or to collaborate on projects.
Another
form of asynchronous communication is discussion lists or listservs,
where the email goes out to groups rather than individuals (one to
many). Another form of asynchronous communication is discussion lists or
listservs, where the email goes out to groups rather than individuals
(one to many). With synchronous text, or chat, the messages are
exchanged in text form, but in real time.
Distance
education is increasing in education generally and language learning
is no exception. While tutorial CALL material can be presented online
for independent study without teachers, there are also classes that are
offered to groups of students online with a live teacher's guidance.
These classes can be either synchronous or asynchronous, and CM C
usually plays an important role.
A growing area for CM C is the virtual world, like www.secondlife.com.
In virtual worlds students have avatars that can move in a 3D
environment and interact with other avatars. Although communication is
most commonly done through text chat, Second Life has added voice chat,
increasing the potential value for language learning.
Asynchronous
CM C allows for more thought and planning, and thus it may be more
reasonable to expect closer attention to organization and language
forms. One of the great advantages of CM C over tutorial CALL is that
both teachers and students are usually familiar with the medium, the
resources are often already present or readily available, and the
language content is not prewritten but is rather created by the
activities themselves.
The
Web represents the largest collection of material that is accessible
almost anytime and anywhere by almost anyone having a browser equipped
computer and an Internet connection. The Web is also where you find the
most common tool applications for CALL, in particular the browsers and
online video players that give access to a seemingly endless collection
of both dedicated and authentic English language material.
The
key to using the Web is to be prepared. Know what the objective of
your lesson is and try to make sure students are trained in what they
need to know to accomplish that objective. Try to build some
flexibility into the assignment or activity so that if something isn't
working as expected it can still go on.
The
enormous number of English teachers and learners, there are quite a
few multi-skill collections for ESL. Some of these are divided by
skills and have examples of web-based materials.
Listening
is potentially one of the most promising areas for CALL development.
This is because multimedia computing has everything standard audio and
video have with the addition of a variety of meaning technologies such
as text support, hyperl inked glossaries, and even translations.
In
terms of direct practice of speaking, recent developments on the web
have allowed for voice chat sites which make it possible for learners
and teachers to interact through the Internet in distance education
courses. Asynchronous speaking practice is possible through www.wimba.com, using Internet voice mail, or simply attaching sound files to email.
In
the early days of CALL, reading software was designed to improve
skills in order to transfer them to paper materials. More recently,
reading in digital form is becoming more and more common. Most CALL
reading instruction, first on disk and later on the web, has involved
the use of meaning technologies.
Writing
was revolutionized for everyone with word processing, and the addition
of spell checkers has been quite helpful. Grammar and style checkers
are much less useful to date, and using a thesaurus can be
counterproductive if students aren't trained in their limitations.
Writing has also been a common skill taught as a course through distance
education using the Internet.
As
with other areas of second language learning, there are two ways for
teachers to approach CALL research. One is as a research consumer; the
other is as a classroom or action researcher. Research has continued in
all areas of CALL but recently has focused on several identifiable
areas, such as:
- Computer mediated communication; especially, interaction in synchronous chat settings and email in tandem settings
- Visual,
text and sound annotation to promote comprehension and vocabulary
acquisition Effectiveness of online collaborative and constructivi st
activities, including development of communities
Absent
a teacher, students using computers are typically given more control
over their own learning. Due to the newness of computer environments and
the range of choices in many CALL applications, they are arguably
unprepared to take on this responsibility. The result is that students
may not use the computers in ways that are effective for achieving
language learning objectives, and it is even less likely that they will
use them in ways that are most effective.
One
way out of this dilemma is to spend time training learners in dealing
appropriately with this new environment. In the process, we may be able
not only to help them with their CALL use, but also help them in
general to become more effective autonomous learners. A second
alternative is to take the philosophical position that learners have a
right to self-discovery and that left alone they will naturally move to
the strategies that work for them and that are consonant with their
learning style.
In
the past few years, there has been a much stronger interest in CM C
and the web compared with tutorial CALL, particularly in TESOL. At
recent TESOL conventions, for instance, there have been many more
tool-oriented presentations compared with those involving the computer
in the tutorial role. Tutorial CALL still has importance from the
learner's perspective however, especially for listening, as the
popularity of sites such as English.
Tracking
of student use of computer applications has been a part of CALL
research since the beginning, but a lot of research, both formal and
informal, has relied on other data such as pre- and post-testing,
observation, think-aloud and recall protocols, and simply student
attitude surveys to determine effectiveness.
Virtual
worlds are 3-dimensional online environments where students in the
form of projected avatars interact with one another and native speakers
as well as with "physical" objects and spaces within the world.
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