TSL641:
CALL
Lecture 1 :
Introduction
CONTENT
• Introduction to CALL
• Definition
• CALL Applications/Materials
• History of CALL
• Disciplines Related to CALL
• CAI
• Sample Courseware
WHAT IS CALL? DEFINITION
Computer-assisted language learning (CALL)
was the expression agreed upon at the 1983
TESOL convention in a meeting of all
interested participants.
This term is widely used to refer to the area
of technology and second language
teaching and learning despite the fact that
revisions for the term are suggested regularly
(Chapelle, 2001, p. 3).
WHAT IS CALL? DEFINITION
Computer Assisted Language Learning
(CALL) may also be defined as the
search for and study of applications
of the computer in language
teaching and learning (Levy, 1997,
p.1).
WHAT IS CALL? DEFINITION
Given the breadth of what may go
on in computer-assisted language
learning (CALL), a definition of CALL
that accommodates its changing
nature is any process in which a
learner uses a computer and, as
a result, improves his or her
language (Beatty, 2003, p. 7).
IS THE TERM STILL
RELEVANT?
Technology now
encompasses
A better term
other devices
YES would be
other than
technology
desktop or
laptop
A lot of the
Watches,
tools, activities
Tablets, Interactive
etc a perform
smartphones, White Board,
via the
etc
computer
COMPONENTS OF CALL
CALL encompasses issues of:
Pedagogical
Materials design Technologies
theories
Modes of
instruction
TYPES OF CALL MATERIALS
Materials for CALL can include those which are:
(Beatty, 2003, pp. 7-8).
Adapted from
existing
Custom-made for computer-based
language learning materials, video
and other
materials
TYPES OF
CALL
MATERIAL
S–
CUSTOM
MADE
TYPES OF CALL MATERIALS
– ADAPTED
CUSTO
M MADE
AND
ADAPTE
D
OTHER ACRONYMS
• 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
• 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
CALL SOFTWARE
APPLICATIONS
Two distinct types of applications or materials for
CALL
Generic CALL
Software Software
Applicatio Applicatio
ns ns
Multi-purpose
GENERIC programs NOT
designed for
APPLICATIO language
learning and
NS teaching
PRODUCTIVITY
TOOLS
•MS Words, MS Power Point, MS
Excel
•Forwriting activties, quizzes,
teaching and learning
COMPUTER-
MEDIATED
COMMUNICAT
ION (CMC)
E-mail, weblog,
chat, discussion
group, SMS etc
Writing, grammar,
speaking, listening
AUTHORING
PACKAGES
Macromedia Flash, Director, ToolBook, Authorware, Swish Max
(can be used for any subjects)
SOCIAL MEDIA
CALL SOFTWARE
APPLICATIONS
Generic
Extremely useful in language
teaching when used in well-
Adaptation of existing
designed activities which seek
computer-based materials,
to apply aspects of the
videos and others.
functionality of the software to
language learning situations.
For example, the use of a word-processor
(now blogs) to encourage drafting, critical
reflection and editing is an excellent use of
generic software to further a number of
language learning objectives
GENERIC
APPLICATION
CALL SOFTWARE
APPLICATIONS
CALL Software Application
Programs designed specifically Designed to promote explicit or
to promote language learning implied language learning
objectives and are usually
based on the software authors'
beliefs about the ways in which
students learn languages.
CALL SOFTWARE
APPLICATIONS
• Offersupport in the acquisition of knowledge about
language and in the application of that knowledge
both in discrete and in mixed skill activities.
CALL SOFTWARE
APPLICATIONS
For certain
Content
skills or
Specific
CALL topics
Software
Applications No content,
Content Free user add the
content
CALL
SOFTWARE
APPLICATIONS
• Can be content-specific in
that the teacher cannot
change the linguistic content
or the format of the activities
which seek to teach that
content.
• Multimedia software supplied
on CD-ROM is content-
specific because it is
impossible to make any
changes to it
CALL CALL software applications can also be
SOFTWARE content-free in that the teacher can
provide the content which the software
APPLICATION then uses as data for the pre-
programmed activities
S
CALL APPLICATIONS
– AUTHORING
SOFTWARE
• Hot Potatoes: This software was
especially developed to create
Web-based language exercises,
including multiple choice, gap-
filling, matching, jumbled
sentences, crosswords and short
text entry. It is used extensively
on websites that provide
interactive exercises and tests.
Visit the Hot Potatoes website to
find out more, download the
software and see lots of
examples: http://hotpot.uvic.ca.
See Winke & MacGregor (2001)
for a review of Hot Potatoes.
HISTORY OF CALL
HISTORY OF CALL
• 1960s and 70s
• Confined to universities with prestigious science department
• Only on big mainframe computers
• The PLATO Project (1960, University of Illinois)
• Programmed Logic for Automatic Teaching Operations
• A drill & practice materials – more on vocabulary and grammar drill
• TICCIT project (1971, Brigham Young University) (Time-Shared,
Interactive, Computer Controlled Information Television)
• Combined TV and computer
HISTORY OF CALL
• 1980s
• Microcomputer boom
• Apple the most popular
• Boom in CALL as well
• CALL reached the masses
• The professional associations CALICO (1983) & EUROCALL (1986)
are established
• Teachers were more involved in CALL design
• Word-processing came into the picture
• Hypercard & Storyboard
• An authoring system was popular
• Text-production (non-linear)
• Reconstruct a text, word by word,
HISTORY OF CALL
• 1990s
• Advent of the Web, the Internet, the world wide network of networks
• Publically available in 1993
• In Malaysia probably around 1996
• Websites
• Email
• Discussion groups
• Chats
HISTORY OF CALL
2000s
• Broadband becomes more widely available, opening up new
possibilities for delivering audio and video materials via the Web.
• Blogs and podcasts appear.
• You Tube etc
• And many more technologies will appear
• Thus, CALL will evolve, as technologies advances
HISTORY OF CALL
• Current Technologies
• Mobile devices
• Wifi
• MALL (Mobile Assisted Language Learning)
• Smart Phones – Mobile Apps
• Web 2.0 tools
• Collaborative Learning
• Sharing
• Blended Learning
• Flipped Classrooms
• Massive Open Online Courses (MOOCs)
CURRENT CALL: 4TH INDUSTRIAL
REVOLUTION
CONVERGENCE OF TECHNOLOGIES
Disciplines Related to
CALL
Instructional Human-Computer
Technology and Interaction
Design Psychology
Educational Applied
Technology Discipline Linguistics
s Related
Artificial to CALL
Intelligence Computer-Assisted
Assessment
Computer-Supported
Collaborative Learning.
Corpus
Computational Linguistics
Linguistics
CAI – COMPUTER ASSISTED
INSTRUCTION
• The bigger term
• Traditional Term
Computers are used ‘to guide the user through
a prescribed course of learning and testing.
The computer assumes the role of teacher,
asking questions and assessing the user’s
responses
It refers to the use of computer as a tool to
facilitate and improve instruction.
All are approaches to present topics and test
students’ understanding.
TYPES OF CAI –
PROGRAMS/INSTRUCTIONA
L STRATEGIES
• Presentation
• Drills and Practice
• Exercises for practice
• Demonstration
• Tutorials
• Learning points
• Simulation
• Real situations (e.g. flight simulations)
• Problem Solving
• Series of problems and questions to be
solved
• Instructional Games
• Learning via games
• Test
• Online TOEFL etc.
• Collaborative/Cooperative Tools
• Discussion
• Discovery Learning
THANK YOU