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Computer-assisted language learning (CALL)

 Computer-assisted language learning (CALL) is a form of computer-based assisted learning which carries two important features: bidirectional learning and individualized learning. It is not a method. CALL materials are tools for learning. The focus of CALL is learning, and not teaching. CALL materials are used in teaching to facilitate the language learning process. It is a student-centered accelerated learning material, which promotes self-paced accelerated learning.

Advantages of CALL       

 

Motivation: using a variety of multimedia components in one program or course has been shown to increase student interest and motivation. One quantifiable benefit to increased motivation is that students tend to spend more time on tasks when on the computer. More time is frequently cited as a factor in achievement.    Adapting learning to the student: Students tend to prefer exercises where they have control over content, such as branching stories, adventures, puzzles or logic problems. With these, the computer has the role of providing attractive context for the use of language rather than directly providing the language the student needs.      Authenticity: “Authenticity” in language learning means the opportunity to interact in one or more of the four skills (reading, writing, listening, speaking) by using or producing texts meant for an audience in the target language, not the classroom.      Critical thinking skills: Use of computer technology in classrooms is generally reported to improve self-concept and mastery of basic skills, more student-centered learning and engagement in the learning process, more active processing resulting in higher-order thinking skills and better recall, gain confidence in directing their own learning.

 

          For many years, basic drill-and-practice software programs dominated the market in computer-assisted language learning (CALL). These programs focused on vocabulary or discrete grammar points. A vast array of drill-and-practice programs are still available; in addition, however, an increasing number of innovative and interactive programs are being developed. Simulation programs, while reinforcing grammar points, present students with real-life situations in which they learn about the culture of a country and the protocol for various situations. For example, the Ticket series by Bluelion Software and Recuerdos de Madrid from D.C. Heath are simulations that provide country-specific situations in a task-based format. PC Globe and encyclopedia-type programs are information programs that allow students to conduct research in the target language. Games such as the foreign language versions of Where in the World Is Carmen Sandiego? by Brøderbund Software or Trivial Pursuit from Gessler publishers provide an entertaining environment for students to learn culture and the target language through problem-solving and competition. Writing assistants, like Salsa and Système-D (Davis, 1992; Garrett, 1991) aid students in writing compositions in the target language by providing help in grammar, style, and verb conjugation and use (Willetts, in press).

 

Excerpted from: http://www.ict4lt.org/en/warschauer.htmhttp://www.cal.org/resources/digest/higgin01.html

 

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Computer-assisted language learning (CALL)

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