Three phases of CALL
1. Behavioristic CALL
The first
phase of CALL, conceived in the 1950s and implemented in the 1960s and '70s,
was based on the then-dominant behaviorist theories of learning. Programs of
this phase entailed repetitive language drills and can be referred to as
"drill and practice" (or, more pejoratively, as "drill and
kill").
2. Communicative CALL
The second
phase of CALL was based on the communicative approach to teaching which became
prominent in the 1970s and 80s. Proponents of this approach felt that the drill
and practice programs of the previous decade did not allow enough authentic
communication to be of much value.
3. Integrative CALL
ü Steps toward integrative CALL:
multimedia
Integrative
approaches to CALL are based on two important technological developments of the
last decade - multimedia computers and the Internet. Multimedia technology -
exemplified today by the CD-ROM - allows a variety of media (text, graphics,
sound, animation, and video) to be accessed on a single machine. What makes
multimedia even more powerful is that it also entails hypermedia. That
means that the multimedia resources are all linked together and that learners
can navigate their own path simply by pointing and clicking a mouse
ü Steps toward integrative CALL: the
Internet
Unit 1: Introduction to Computer
Assisted Langugage Learning
What is CALL?
CALL
is the acronym for computer-assisted language learning. Although, as we will
see below, the field or significant parts of it sometimes go by other names,
CALL seems to be the most widely accepted generic term. In this foundation
course, CALL will be used in a broad sense to refer to any endeavor involving
the computer in some significant way in language teaching and learning.
ACRONYMS
AND ATTITUDES
CALL - Computer-assisted language
learning, sometimes expanded as computer-aided language learning
CELL - Computer-enhanced language
learning: suggests the computer's role is to make learning better
TELL - Technology-enhanced language
learning: this accommodates more than just computers, often bringing in video
and seeing the computer as just one part of a larger system. It is increasingly
popular as a generic term: for instance, while TESOL has a CALL Interest
Section, California TESOL has a TELL Interest Group.
TALL - Technology-assisted language
learning: variant of CALL and TELL
CALI -
Computer-assisted language instruction: with "instruction" in it,
it's more teaching oriented
CBLT - Computer-based language
training: views elements of language learning as "training" and tends
to use an approach with definable, measurable objectives
IT and ICT -
Information Technology/Information and Communication Technologies are common
acronyms outside of language teaching, particularly in Europe; sometimes this
is presented as IT or ICT for LT (Language Teaching)
NBLT - Network-Based Language Teaching:
focuses on computer-mediated communication and the web
DLL - Digital Language Learning:
encompasses computers and other digital devices
MALL
- Mobile Assisted Language Learning: learning with mobile devices like
mobile phones and mp3 players
Unit
2:
Courseware Evaluation, Development, and Implementation
Courseware, which refers to software
that is used to support formal language learning. 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. We will use the term
interchangeably with that of tutorial software to include any software
designed for language learning purposes. The objective of this unit is to give
you a peek at the three dimensions of tutorial CALL--developing courseware,
evaluating courseware, and implementing courseware in your classes.
ORGANIZING
PRINCIPLES
Development,
evaluation, and implementation are part of a logical progression in any
situation that has an end product. If a company produces a computer program for
balancing your checkbook, for instance, they need to 1) design it with the
needs of the end users in mind, 2) evaluate it in house and encourage outsiders
to review it, and 3) have a mechanism to implement it, including figuring out
how to make it available and training end users in its effective operation.
Development, evaluation, and
implementation are thus simultaneously part of a logical progression of a
courseware project and interacting manifestations of its reality.
The
three modules (development, evaluation, implementation) share core components
inspired by Richards & Rodgers (1982)
Unit 3: Computer Mediated Communication
1. Asynchronous
text. The first use of CMC in language teaching almost certainly came
through email exchanges from teachers to students and among students within
classes. Email is an example of asynchronous communication, in that the
interaction is not in real time: You create, and send an email, and the
recipient typically gets it within seconds but may not read it or respond until
much later. Under such circumstances, there are clear differences between email
and conversation that go beyond the use of text as a medium.
2. Synchronous
Text. With synchronous text, or chat, the messages are exchanged in text
form, but in real time. Some of the early research on CMC was built around a
type of chat program, InterChange, that was part of the Daedalus
Integrated Writing Environment system (www.daedalus.com). Students could carry
out synchronous discussion in a computer classroom using this tool. While this
may seem odd at first (if they are in the same room, why not have them
discussing orally face to face?), a number of studies have shown that some
students communicate more when they don't have to speak or be face to face with
interlocutors, that communication overall is more evenly distributed among
participants (e.g., Warschauer et al., 2000), and that they may even use a much
wider range of discourse functions than they do in face-to-face settings with
the same material (Kern, 1995).
AUDIO/VIDEO CMC
Asynchronous audio. Like text, audio or video
interaction can be either asynchronous or synchronous. One example of
asynchronous voice interaction would be the voicemail services offered by a
number of sites for free.
CMC IN DISTANCE EDUCATION AND VIRTUAL WORLDS
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.
Unit 4:
CALL on the Web
The Web has been featured in many of the CALL
articles and conference presentations since the mid-1990s, in particular
practice-oriented ones. This is because it is constantly evolving, and, unlike
disk-based tutorial software, often free and highly accessible to both students
and teachers.
DISADVANTAGES OF THE WEB
ü
Text-based material on the Web is sometimes not
as easy to read as material in paper format because of font color and
background choices.
ü
Sound and video sometimes take a noticeable time
to transfer, even on fast connections. Newer forms of streaming have improved
this dramatically, but the Web is still not as responsive as a CD-ROM, DVD or
the hard drive on a TiVo or other digital video recorder.
ü
Sound and video are typically compressed to
speed up transfer: depending on the degree of compression and other factors
they can be of noticeably lower quality than the original. This can affect
their suitability for supporting language learning. Also some of the free
material on sites like www.youtube.com were of poor audio or video quality even
in their original state (for example, if taken with a mobile phone)
ü
Because of the way that HTTP (Hypertext Transfer
Protocol) works, on most pages every click is a request that has to go back to
the original server. The equivalent of turning a page may result in a noticeable
delay if the server is busy.
ü
Because of this delay, interactivity is limited
compared to what is possible with disks or CD-ROMs. However, increasingly Web
applications (like Macromedia Flash) have interactivity without delays.
ü
Down
servers or broken links may lead to frustration.
ü
The sheer
amount of material can make it hard to find what you want, though developing
skill with a search engine like Google (www.google.com) is certainly a great
help. If you haven't already done so, have a look at Google's basic search
help, www.google.com/support/websearch/bin/answer.py?answer=134479, and more
search help, www.google.com/support/websearch/bin/answer.py?answer=136861.
ü
The Web
is dynamic and often as unpredictable as the humans behind it. You may find an
old site that has not been updated for years, or you may find a great source of
material only to have it be gone the next time you look for it. You may still
be able to locate old pages using the "cached" feature of Google
(www.google.com) or the Internet archive's Wayback Machine at www.archive.org.
ü
Sites and applications that used to be free and
only supported by text ads that could be easily ignored are increasingly charging
fees requiring subscriptions (so that you don't get their ads), or requiring
users to watch commercials before the desired material loads.
ü
As is widely known, the accuracy of Web sources
is often questionable (the present one excepted of course). See, for example, http://www.usatoday.com/news/opinion/editorials/2005-11-29-wikipedia-edit_x.htm.
ADVANTAGES OF THE WEB
ü
There is anytime, anywhere access (for
some people at least).
ü
There are enormous amounts of free material.
ü
Material can be found that is current.
ü
Language reference and other learning support
materials can be found.
ü
Student and teacher publication opportunities
exist.
ü
A cultural window is opened through the
authentic material readily available.
ü
Meaning technologies, such as transcripts,
dictionaries, and translators, exist to aid comprehension of material.
ü
Increasing amounts of audio and video allow
building of comprehension skills beyond reading.
ü
Previous
disk-based activities (like tutorial exercises) and Internet-based activities
(like email) can often be handled through the Web.
Unit 5:
CALL and Language Skills
Skills-oriented language teaching
remains a common approach for classes as well as for self-learning, and
computer-assisted language learning is no exception. In this unit, we look at
how both tool and tutor software can be used to support specific skills. In
particular, we will look at some websites that focus on these skill areas.
A good set of links for all skills
can be found at the Ohio Program of Intensive English site:
www.ohiou.edu/esl/english/. Also, there are online language proficiency tests
available, such as those by World English: http://www.world-english.org/english_test.htm.
Ø LISTENING
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, hyperlinked glossaries, and even
translations. Listening activities typically involve presentations followed by
comprehension questions--some also include full or partial dictations
Examples
of course website for two of my recent listening classes are at
www.stanford.edu/~efs/693a/ and www.stanford.edu/~efs/efs693b/The notes have both links and
examples of listening assignments.
Ø SPEAKING
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.
Ø READING
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.
Here are some other
ways CALL can be used to support reading
Just using the web: teachers give students tasks that require
finding, comprehending and sometimes consolidating information on the web.
Educational sites with ESL or adult literacy support: See the
Learning Resources Adult Education Reading Site, http://literacyworks.org/learningresources/
Text reconstruction activities, such as Storyboard, cloze
exercises (http://eslus.com/LESSONS/READING/READ.HTM), and jigsaw readings
Timed or paced readings to develop speed, for example, www.readingsoft.com/
Multimedia reading, such as voice enhanced texts and dynamically
illustrated material, found especially on CD-ROMs
Student-produced material, such as the set of children's stories
written by high school Spanish students at www.northstar.k12.ak.us/schools/nph/historias/.
Ø WRITING
Some
other ways computers enhance writing instruction include the following.
Use of email and discussion boards (see Unit 3) for fluency
development.
Online writing resources such as http://owl.english.purdue.edu/handouts/esl/index.html and tutorials, like www.monash.edu.au/lls/llonline/writing/index.xml
Blank screen (where the monitor is turned off and students type in
their ideas without being distracted) and other production techniques, such as
using graphic organizers or concept mapping: http://library.usu.edu/instruct/tutorials/cm/CMinstruction1.htm.
Collaborative writing tasks. These are made easier today with
tools such as an online word processor now available for free from Google: http://docs.google.com/
Writing support practice (e.g., CALL activities with fill-ins for
structured writing)
Publication opportunities
(both paper and web) as motivators. See Tom Robb's classic description of an
early web publishing project at www.cc.kyoto-su.ac.jp/~trobb/projects.htm
Ø GRAMMAR
Grammar practice was perhaps
the earliest use of CALL. Today grammar work is largely focused on the
following:
Workbook-style exercises (on disk and online): online examples can
be seen at www.grammar-quizzes.com/.
CD-ROMs accompanying grammar textbooks, like Focus on Grammar at
www.pearsonlongman.com/ae/multimedia/programs/fog.htm and Azar's grammar series
www.azargrammar.com/materials/index.html.
Online courses and references (e.g., Anthony Hughes' Online
English Grammar, http://www.edunet.com/english/grammar/index. cfm or www.scribd.com/doc/2586846/Anthony-Hughes-the-online-english-grammar)
Hypertext-linked grammar notes accompanying readings
Ø PRONUNCIATION
Pronunciation work is
generally of three types.
Listen, repeat/record, and
compare. This option shows up in many multimedia programs and is analogous to
the tape-based language lab technique in the audio-lingual method. However, the
instantaneous response of digitized speech (no rewinding needed) makes
the computer a more
effective instrument for this. See http://international.ouc.bc.ca/pronunciation/dialog01.htm
ü
Visualization: wave form,
pitch contour, spectrogram. The first and last are of questionable value. Wave
forms are easy for a computer to produce, but they only clearly show the bands
of intensity across time. This is most helpful in teaching rhythm. Spectrograms
are most useful if they have high detail, which they generally don't on CALL
software, and they require training in phonetics to interpret them. However,
visualization of pitch contour has been found to be quite helpful for some
students in recognizing and producing both the patterns and ranges of
intonation.
ü
ASR (automatic speech
recognition) scoring. Here, the computer uses speech recognition software to
grade accuracy. This can be useful, but there are a lot of technical
problems--microphone quality, sound card quality, and background noise are all
variables that can negatively affect the score, leading even native speakers to
score as non-natives. For an example of a standardized test that uses ASR, see
Ordinate's PhonePass: www.ordinate.com. ASR and other are also used in Rosetta
Stone, http://www.rosettastone.com .
Ø VOCABULARY
Vocabulary activities have been around since the early days of
CALL in the form of electronic flashcards (linking L2 word to L1 translation or
L2 word to L2 definition). Other common CALL implementations for vocabulary
include the following.
ü
Hypertext
dictionaries/glossaries. Babylon (www.babylon.com) is a commercial memory-resident dictionary system that runs in
the background on your computer; www.voycabulary.com is a web application that
automatically links items in a web page to a variety of dictionaries.
ü Talking dictionaries: Longman, Oxford, and Newbury House have
learner's dictionaries with CD-ROMs that include pronunciation and sometimes
other multimedia support. An online version is at www.ldoceonline.com.
ü
Concordance programs: these
programs look for words in collections of texts, or corpora, and return examples
of the word in the immediate context it occurs in: an online one is available
at www.edict.com.hk/concordance/.
ü
Picture dictionaries: http://www.pdictionary.com/ has a picture dictionary
for English, Spanish, French, German, and Italian. Of course the largest
"picture dictionary" in the world is at http://images.google.com. Try alizarin, fennec and axolotl if you don't know what they
mean (or even if you do)
ü Word lists and vocabulary tests for English: General service list,
http://jbauman.com/gsl.html; Academic word list, www.victoria.ac.nz/lals/staff/averil-coxhead/awl/;
Level tests, www.er.uqam.ca/nobel/r21270/levels/.
Ø CULTURE
Obviously,
this is a huge area for foreign language teaching, where authentic cultural
material is readily accessible through the web. There are many ways to use the
authentic material found on websites to support cultural learning. YouTube, http://www.youtube.com is a particularly useful application
for this purpose with intermediate and advanced students, see http://eduwithtechn.wordpress.com/2007/08/18/teach-culture-through-youtube your-students-do-it/. Links
specifically for teaching culture can be found at
http://iteslj.org/links/ESL/Culture/. To review a proposed pedagogical
framework for culture and technologies, see Levy (2007) at http://llt.msu.edu/vol11num2/pdf/levy.pdf.
Unit 6: CALL Research
So far, we
have been going through this course with the implicit assumption that CALL
works, that teaching language using computers in some way makes learning
"better." But what exactly is "better?"
Here are some possible interpretations:
ü
Learners pick up language
knowledge or skills faster or with less effort (learning efficiency).
ü
Learners pick up what is
targeted, retain language knowledge or skills longer, and/or learn more of what
they need (effectiveness).
ü
Learners can get materials
or experience interactions that would otherwise be difficult or impossible
(access).
ü
Learners can learn with more
or less equal effectiveness across a wider range of times/places (convenience).
ü
Learners enjoy the language
learning process more or are willing to engage in it more (motivation).
ü
Learners require less space,
less teacher time, or less expensive materials (institutional efficiency).
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 constructivist activities, including development of
communities
DOING RESEARCH
Ø
Observation. When your
students are using software or doing a computer-based task in a lab or other
venue where you can--watch them. You can look over their shoulder, check their
interactions, and make brief notes of what you notice. Interact with the students
as they interact with the software. This can give you feedback on the
effectiveness of a given piece of software, CALL exercise, or CALL task, and it
can also help you determine student training needs.
Ø
Tracking. Some software has
built-in tracking features. If you are using a discussion board, all student
posts can be reviewed. Some chat programs also allow the sessions to be logged
for later review.
Ø
Student surveys. Ask
specific questions about usage--note that it's best to do this as soon as
possible after a CALL session sense memories fade rapidly.
Ø
Pre- and post-testing to evaluate outcomes of
the use of technology.
Ø
Student journals. Getting
students to keep a reflective journal of their experiences with software or
other CALL activities is useful both for them and to the teacher.
Ø
Observation. When your
students are using software or doing a computer-based task in a lab or other
venue where you can--watch them. You can look over their shoulder, check their
interactions, and make brief notes of what you notice. Interact with the
students as they interact with the software. This can give you feedback on the
effectiveness of a given piece of software, CALL exercise, or CALL task, and it
can also help you determine student training needs.
Ø
Tracking. Some software has
built-in tracking features. If you are using a discussion board, all student
posts can be reviewed. Some chat programs also allow the sessions to be logged
for later review.
Ø
Student surveys. Ask
specific questions about usage--note that it's best to do this as soon as
possible after a CALL session sense memories fade rapidly.
Ø
Pre- and post-testing to
evaluate outcomes of the use of technology.
Ø Student journals. Getting students to keep a reflective journal of
their experiences with software or other CALL activities is useful both for
them and to the teacher.
Ø
Observation. When your
students are using software or doing a computer-based task in a lab or other
venue where you can--watch them. You can look over their shoulder, check their
interactions, and make brief notes of what you notice. Interact with the
students as they interact with the software. This can give you feedback on the
effectiveness of a given piece of software, CALL exercise, or CALL task, and it
can also help you determine student training needs.
Ø
Tracking. Some software has
built-in tracking features. If you are using a discussion board, all student
posts can be reviewed. Some chat programs also allow the sessions to be logged
for later review.
Ø
Student surveys. Ask specific
questions about usage--note that it's best to do this as soon as possible after
a CALL session sense memories fade rapidly.
Ø
Pre- and post-testing to
evaluate outcomes of the use of technology.
Ø Student journals. Getting students to keep a reflective journal of
their experiences with software or other CALL activities is useful both for
them and to the teacher.
Unit 7: CALL Learner Training
Before continuing, let's consider three
alternatives to CALL learner training:
ü One solution is to try to build software in such a way that it
adapts to the learner on a number of different levels: language proficiency,
computer proficiency, learning style, topical interest, motivational type and
intensity, and so on. This was an early promise of CALL software; however,
arguably we have not even come close to realizing such a program, and the
degree of software-directed adaptation remains low or non-existent in currently
available materials.
ü 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.
ü A
third alternative is to acknowledge that learners would profit from training
but that it's just too much trouble to train them since it obviously takes a
lot of time away from other aspects of language learning and there's no
guarantee it will be successful.
TECHNICAL TRAINING
Training
can be divided at least into two areas:
technical and pedagogical (you
may recall that this was the same division as for teachers in Unit 1).
Technical training naturally includes general computer literacy (which can be a
major issue or not depending on your setting and students), but of greater
interest here is learning technical skills and knowledge of particular value to
language learning.
Here is one example:
most audio/video players, for instance (Real, QuickTime, Windows Media), often
have a default setting that is small:
These
are just two of many instances of technical knowledge that can potentially be
of help to language learners.
PEDAGOGICAL TRAINING
Five principles for learner training, summarized below:
1. Experience CALL yourself. Try a piece
of CALL software (like Rosetta Stone) for a language you don't know, or visit a
chatroom for a language you are not fluent in. This was the recommended
assignment for Unit 1. The assumption here is that by knowing what it's like
from the learner's side, you'll be able to give better advice.
2. Give learners teacher
training. Let them know some of what you know if they are to become more
independent. Help them develop a "language learning approach" that is
consistent with what you consider a valid language teaching approach. In
particular, try to give them practice with linking the procedures and
strategies they use with software, online tasks, and CMC activities to specific
language learning objectives.
3
Use a cyclical approach. Teach a bit
at a time. Don't just have a training session at the beginning and think your
job is done. If anything, let learners "play" awhile with the
application so that they have some familiarity with it before formal training
begins. Learning (both technical and pedagogical) should be incremental but
also include plenty of recycling and reviewing key concepts and strategies.
4. Use collaborative debriefings. Get learners to discuss their experiences, successes and failures with the CALL tasks and software in pairs or small groups. Don't just make the instruction one-way from you. Having learners talk about lab experiences at the end of a session helps consolidate it, and discussing their individual experiences (at home or a drop-in lab) at the following class provides a way of avoiding the sense of isolation that comes from working on the computer alone.
5. Teach general exploitation strategies. Show learners ways to use software to make it easier if it's too hard and harder if it's too easy, as well as how to mine the material for uses different from those intended by the developer. For example, many CALL tutorial exercises involve multiple choice. By teaching learners to resize windows so that the list of possible answers is hidden, the question becomes both a more challenging and a more natural open-ended one
4. Use collaborative debriefings. Get learners to discuss their experiences, successes and failures with the CALL tasks and software in pairs or small groups. Don't just make the instruction one-way from you. Having learners talk about lab experiences at the end of a session helps consolidate it, and discussing their individual experiences (at home or a drop-in lab) at the following class provides a way of avoiding the sense of isolation that comes from working on the computer alone.
5. Teach general exploitation strategies. Show learners ways to use software to make it easier if it's too hard and harder if it's too easy, as well as how to mine the material for uses different from those intended by the developer. For example, many CALL tutorial exercises involve multiple choice. By teaching learners to resize windows so that the list of possible answers is hidden, the question becomes both a more challenging and a more natural open-ended one
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