Computr Assisted Learning
Computr Assisted Learning
[edit] History
Simulations of one form or another have been used since the early 1900s as a
method for training or training. The United Stated Defense Modeling and
Simulation Coordination Office[1] identifies three main types of simulation: live,
virtual, and constructive. Live (live action) and virtual simulations are primarily
used for training purposes, whereas a constructive simulation is used to view or
predict outcomes like wargaming or stockmarket behavior. Each of these types
is based on some reality and is intended to provide the user with a pseudo-
experience without the danger, expense, or complexity of real life.
While simulations are used for learning and training purposes, noted authors,
such as Clark Aldrich[2] and Andy Gibbons[3] (Model-Centered Instruction)
suggest that simulations in and of themselves are not instructional. Rather, a
simulation only becomes instructional when instructional elements are included
that help expose the learner to key parts or concepts of the system or
environment. For example, an F-16 simulator is not inherently instructional
because it is primarily intended to replicate the F-16 cockpit behavior and the
environments the aircraft operates within. The simulator may be used for
training purposes, but it requires an instructor or some other external element to
identify key learning aspects of the system to the learner.
In education, simulations have had their use under a number of different names.
Ken Jones[4] in the 1980s defined simulations as interactions between people
such as role-playing. Others suggest that experiential learning activities like
those found in team training or ropes courses are also simulations because they
replicate the human decision-making processes groups may display, albeit in a
very different environment. These can be considered instructional simulations
because the effective use of these simulation types include using instructional
elements to help learners focus on key behaviors, concepts or principles.
With the ever decreasing cost of computing tools, virtual and constructive
simulation are being used more and more. Simulation is used more an more in
elearning environments because of improved Web-authoring tools and an
increasing demand for performance-based training. As a result, more non-
technical personnel are involved designing simulation, a field dominated by
engineers and computer scientists.
There are many alternative models that have been proposed as more conducive
to the new Information Age paradigm, including new methods of instruction
such as instructional gaming and simulations – Jonassen’s promotion of
hermeneutics, fuzzy logic and chaos theory as bases for ID, Hoffman’s use of
Reigeleuth’s Elaboration Theory and hypermedia,Akilli & Cagiltay’s FIDGE
model, among others.[7]
A single organizing structure that reflects the primary focus of the course.
Hoffman states that "the Web-like linking that characterizes hypermedia is more
alike to the functioning of human cognition than is the traditional linear structure
found in much educational programming," further asserting that "this kind of
model could lead to the possibility of modularity and plasticity, which would
bring along the ease to make changes in response to learner needs without
changing the overall structure of the product and rapid development."[10]
This model consists of dynamic phases with fuzzy boundaries, through which
instructional designers move non-linearly.[11] The main features are:
Sparkle is poised to become the first virtual world for the iPhone. What’s more,
it’s being developed completely from scratch, exclusively as an MMO for the
iPhone/iPod Touch. This will bring more mobility to the learner. They will no
longer need to be at a desktop.
Second Life is a virtual world where users create avatars. An avatar is a virtual
representation of the user to other users. These avatars then interact with any
other user within the Second Life world. Avatars can purchase virtual land, own
buildings, and travel, interact, conduct business, and even attend lectures by
professors. Second Life is running 24 hours a day and is tied into the Internet, so
there are always other avatars to interact with.
MMORPGs such as World of Warcraft and Star Wars Galaxies are video game
based virtual environments. These game engines hold the potential for
instructional simulation. Unlike Second Life, these are pre-designed games with
their own set of objectives that need to be completed through a progression.
Barney, Bishop, Adlong, and Bedgood (2009) studied the use of a 3D virtual
laboratory as a tool to familiarize distance learning chemistry students with an
actual chemistry laboratory. While it was not incorporated into the initial study,
the researchers suggest including instructional scaffolding experiences to help
alleviate students’ anxieties with applying mathematics and chemistry concepts
in the actual laboratory setting (Barney, Bishop, Adlong, and Bedgood 2009).
The virtual laboratory does not replace the real-world experience, rather it helps
to enhance the student’s schema of a chemistry laboratory and prepare them for
performance expectations in the actual environment. Web-based virtual science
laboratories are also used with elementary school students. In their study, Sun,
Lin, and Yu (2008) found that students who used a web-based virtual science
laboratory in conjunction with traditional teaching methods not only found the
learning experience more enjoyable, they also performed better academically
and received higher grades.
The use of the simulation saves lives and money by reducing medical errors,
training time, operating room time and the need to replace expensive equipment.
Simulation users may practice on a variety of patients, each of which has a
different case history, exhibits unique symptoms, and responds to user actions
with appropriate physiological responses. As in real life, patient anatomy moves
with the beating of the heart and the breathing of the lungs while tissues deform,
bruise and bleed. The system generates a detailed evaluation after each session,
enabling users and supervisors to measure the success of simulated procedures.
Simulations in medicine have been in use as early as the 16th century when the
use of training mannequins helped to reduce the high maternal and infant
mortality rates. Today they have evolved, to include IVEs, CAVE, robotic
surgery, etc., but they are still relatively limited in their use by the health
industry. Medicine is a profession that uses very advanced technical, high risk,
as well as behavioral skills. However, unlike other areas with similar
requirements (such as aviation), medicine has not totally embraced the use of
simulations to assist with necessary medical training. The limited use of
simulations for training in the medical field can be explained by several factors,
including cost control, relatively limited modeling of the human body, lack of
scientific evidence of effectiveness, and resistance to change by professional in
the field. (Ziv, et al. 2003). A later study, conducted by Amalberti et al.(2005,
points to 5 systemic structural barriers to the use of simulators to advance
medical training. These are: 1. Unlimited decision-making autonomy of
individual medical staff; instead, teamwork and regulations should anticipate
problems and processes across departments. 2. Unlimited performance of
individuals and of the system; instead, hours of work should be limited and
shortage of staff addressed because excessive productivity-not competence,
leads to medical errors. 3. Focus on status of individual; instead, standards of
excellence of equivalent actors should be the goal. 4. Overprotection against
personal liability; instead, more consideration should be given to “unintended
consequences”, and to system-level arbitration to optimize safety strategies. 5.
Overregulation and technical complexities in medicine; instead, simplification
of regulations is needed <Sokolowski, J., and Banks, C.(2009) Principles of
Modeling and Simulation. Hoboken, NJ: John Wiley and Sons; p. 209-
245ref></ref>. The existence of these barriers leads to a lower rate of patient
safety, and prevent the health industry to come closer to the goal of “ultrasafe
performance,” already achieved by the civil aviation and the nuclear power
industries <American Society of Clinical Oncology (2007) Journal of Oncology
Practice, Vol 3, No 2 (March), 2007: pp. 66–70. Retrieved on 6/20/09:
http://jop.ascopubs.org/cgi/content/full/3/2/66ref></ref>
[edit] References
1. ^ http://www.msco.mil
2. ^ Clark Aldrich
3. ^ Andy Gibbons
4. ^ Ken Jones
7. ^ Akilli, 2007, 11
Barney, D., Bishop, A., Adlong, W., & Bedgood, D. (2009). Effectiveness of
a virtual laboratory as a preparatory resource for distance education chemistry
students. Computers and Education, 53(3), 853-865.
Johnsen, K., Dickerson, R., Raij, A., Harrison, C., Lok, B., Stevens, A., et al.
(2006). Evolving an Immersive Medical Communication Skills Trainer.
Presence: Teleoperators & Virtual Environments, 15(1), 33-46.
Jones, Ken (1985). Designing Your Own Simulations. New York, NY:
Methuen.
Mantovani, F., Castelnuovo, G., Gaggioli, A., & Riva, G. (2003). Virtual
Reality Training for Health-Care Professionals. CyberPsychology & Behavior,
6(4), 389.
Mitchell, P., Parsons, S., & Leonard, A. (2007). Using virtual environments
for teaching social understanding to 6 adolescents with Autistic Spectrum
Disorders. Journal of Autism and Developmental Disorders, 37(3), 589-600.
Sun, K., Lin, Y., & Yu, C. (2008). A study on learning effect among different
learning styles in a Web-based lab of science for elementary school students.
Computers and Education, 50(4), 1411-1422.
Computer-supported collaborative
learning
From Wikipedia, the free encyclopedia
This article's use of external links may not follow Wikipedia's policies
or guidelines. Please improve this article by removing excessive and
inappropriate external links or by converting links into footnote
references. (May 2009)
The technology allows individuals who are far apart to collaborate on-line. The
use of these tools is increasing, however many teachers are still new to what
tools are available on the Internet and how to use them effectively. This article
details some of the tools available and suggests ways to use them to promote
online learning and the collaboration of students.
Contents
[hide]
1 About CSCL
2 Current Research
3 Means and Mediums
4 Benefits
5 Available Tools
o 5.1 Wikis
o 5.2 Blogs
6 Teacher's Role
7 See also
8 References
9 External links
Due to the surge of distance learning via the Internet, including courses that
employ CSCL, it is important that educators and instructional designers better
understand the benefits and limitations of CSCL. Like many educational
activities, it is difficult to evaluate the effectiveness and efficiency of CSCL
activities. Early efforts focused on suspected detrimental effects of
communication filtering of computer mediated communication (CMC) and
ignored the potential benefits of CMC. Historically, the lack of evidence that
technological innovations have improved learning in formal education highlights
the need for evidence of whether, how and when expected improvements in
learning take place.
Online Collaboration tools are the means and mediums of working together on
the Internet that facilitates collaboration by individuals who may be far apart. [1]
The use of collaborative tools is increasing, however many teachers are still new
to what tools are available on the Internet and how to use them effectively.[2]
[edit] Benefits
Saves time. Students can work either together or independently, either way
contributing to the success of their group overall.
Allows for interactions with students outside their class, school, city, state
and even country.
Prepares young students for upper grades and the technology tools they will
be encountering there.
Allows for students who are unable to attend school to keep up with their
peers.
Share ideas.
Develops skill building and practice. Common skills which often require a
great deal of practice can be developed through these tools, and made less
tedious through these collaborative learning activities in and out of class.
A variety of tools are available via the Internet to assist in online collaboration
efforts.[6][7][8]
[edit] Wikis
Wikis are a type of website in which users, such as students, can easily add,
remove, or edit the content.
Application in education
Teachers can engage students by using wikis to create a space for collaborative
essays. Students can posts their reflections and share information. Students
working collaboratively on research projects can use wiki spaces as a depot for
note taking, or to learn from other student research projects [9]. Teachers can also
create a compendium of concepts for the course to use as a study guide. Wikis
can serve as teacher or classroom webpages, with the added benefit that students
themselves can edit the content. For example, students can change the page that
displays the weeks' spelling words.
[edit] Blogs
Application in education
Teachers may write a blog for students in their classrooms with links to Internet
sites which aide in learning and/or research tasks. Teachers may have students
use blogs as learning reflections, story writing, etc. Viewers can leave comments
which aide the writer in his/her writing development.
Application in education
Applications in Education
These tools are great for both teachers and students. Surveys can easily be
turned into quizzes with multiple choice answering, and open-ended
questioning. The survey can render your results for you, and even synthesize and
analyze the results into a variety of formats including charts and graphs.
These tools allow for the sharing of image and video files specifically and often
allows commentary, dialogue and/or exchanges.
Application in education
Teachers and students can use these tools to discuss and analyze photos, videos,
etc. Teachers and students can upload pictures or video from their computer,
camera, or cell phone. It's a great place to store and organize photos and videos;
however, it is not entirely secure. The students can then actively engage with the
image and think about and discuss specific aspects. Specifically in applications
such as Flickr, students can organize pictures by tags. As a collaboration project,
teachers can encourage students to upload pictures about a topic, for example a
world heritage site, and invite users to contribute tags to the images. In
applications, such as VoiceThread, students can add voice and written
commentary to the overall video, picture or document. The comments are
sequenced, so that late-comers can follow the dialogue.
Applications in Education
Teachers can create online working spaces for student groups within their
classrooms, across classrooms, grade levels, school, states, the nation, and even
the world. Students can work collaboratively on group assignments, and keep
active communications ongoing with e-pals.
Application in Education
Application in Education
Virtual worlds are areas online where students can interact with each other
through avatars.
Application in Education
Mind maps are diagrams used to represent words, ideas, tasks, or other items.
Application in education
Teachers can utilize brainstorming approaches that can generate ideas without
regard for a more formal, hierarchical organization system. Notetaking,
organizing, connecting, summarizing, revising, and general clarifying of
thoughts can be accomplished with this tool.
Evaluation—The primary goal is to assure that learners know how they will
be evaluated and help learners meet objectives.
Educational psychology
Fle3 - Future Learning Environment - web-based learning environment for
computer supported collaborative learning.
Opportunistic collaboration
Group cognition
[edit] References
2. ^ http://www.classroom20.com/group/elementaryschool20
4. ^ Hsiao, J (1996). CSCL Theories. Retrieved October 15, 2008, from CSCL
Theories Web site: http://www.edb.utexas.edu/csclstudent/dhsiao/theories.html
7. ^ Web 2.0 in online Learning (2006). Retrieved October 16, 2008, from The
Office of Technology Enhanced Learning at the University of Illinois at
Springfield Website: http://otel.uis.edu/Portal/presentations/web2.ppt
This article's use of external links may not follow Wikipedia's policies
or guidelines. Please improve this article by removing excessive and
inappropriate external links or by converting links into footnote
references. (Feb 2010)
Gerry Stahl's CSCL web page contains links to articles, books, conferences,
and other resources related to CSCL. It contains videos of several presentations
at CSCL conferences.
CSILE, the first CSCL environment, and its second generation groupware:
Knowledge Forum
Allan Jeong's web page contains links to empirical studies and software
tools that use student labeled communications in CSCL to analyze, visualize,
and identify sequential patterns in message-response exchanges (e.g., argument-
challenge, challenge-explain) that trigger high level critical thinking and
problem-solving.
E-learning
From Wikipedia, the free encyclopedia
Contents
[hide]
1 Benefits
2 Market
3 History
5 Technology Issues
6 Content Issues
7 See also
8 References
9 External links
[edit] Benefits
E-Learning can provide benefits for the organizations and individuals involved.
[edit] Market
[edit] History
The term E-Learning 2.0[15][16] is a neologism for CSCL systems that came about
during the emergence of Web 2.0[17] From an E-Learning 2.0 perspective,
conventional e-learning systems were based on instructional packets, which
were delivered to students using Internet technologies. The role of the student
consisted of learning from the readings and preparing assignments. Assignments
were evaluated by the teacher. In contrast, the new e-learning places increased
emphasis on social learning and use of social software such as blogs, wikis,
podcasts and virtual worlds such as Second Life.[18] This phenomenon has also
been referred to as Long Tail Learning[19] See also (Seely Brown & Adler 2008)
[20]
E-Learning 2.0, by contrast to e-learning systems not based on CSCL, assumes
that knowledge (as meaning and understanding) is socially constructed.
Learning takes place through conversations about content and grounded
interaction about problems and actions. Advocates of social learning claim that
one of the best ways to learn something is to teach it to others.[20]
However, it should be noted that many early online courses, such as those
developed by Murray Turoff and Roxanne Hiltz in the 1970s and 80s at the New
Jersey Institute of Technology,[21] courses at the University of Guelph in Canada,
[22]
the British Open University,[22] and the online distance courses at the
University of British Columbia (where Web CT, now incorporated into
Blackboard Inc. was first developed),[23] have always made heavy use of online
discussion between students. Also, from the start, practitioners such as Harasim
(1995)[24] have put heavy emphasis on the use of learning networks for
knowledge construction, long before the term e-learning, let alone e-learning
2.0, was even considered.
E-learning services have evolved since computers were first used in education.
There is a trend to move towards blended learning services, where computer-
based activities are integrated with practical or classroom-based situations.
Bates and Poole (2003)[26] and the OECD (2005)[27] suggest that different types
or forms of e-learning can be considered as a continuum, from no e-learning, i.e.
no use of computers and/or the Internet for teaching and learning, through
classroom aids, such as making classroom lecture Powerpoint slides available to
students through a course web site or learning management system, to laptop
programs, where students are required to bring laptops to class and use them as
part of a face-to-face class, to hybrid learning, where classroom time is reduced
but not eliminated, with more time devoted to online learning, through to fully
online learning, which is a form of distance education. This classification is
somewhat similar to that of the Sloan Commission reports on the status of e-
learning,[citation needed] which refer to web enhanced, web supplemented and web
dependent to reflect increasing intensity of technology use. In the Bates and
Poole continuum, 'blended learning' can cover classroom aids, laptops and
hybrid learning, while 'distributed learning' can incorporate either hybrid or fully
online learning.
It can be seen then that e-learning can describe a wide range of applications, and
it is often by no means clear even in peer reviewed research publications which
form of e-learning is being discussed. However, Bates and Poole argue that
when instructors say they are using e-learning, this most often refers to the use
of technology as classroom aids, although over time, there has been a gradual
increase in fully online learning (see Market above).
CBTs can be a good alternative to printed learning materials since rich media,
including videos or animations, can easily be embedded to enhance the learning.
Another advantage to CBTs are that they can be easily distributed to a wide
audience at a relatively low cost once the initial development is completed. [citation
needed]
However, CBTs pose some learning challenges as well. Typically the creation of
effective CBTs requires enormous resources. The software for developing CBTs
(such as Flash or Adobe Director) is often more complex than a subject matter
expert or teacher is able to use. In addition, the lack of human interaction can
limit both the type of content that can be presented as well as the type of
assessment that can be performed. Many learning organizations are beginning to
use smaller CBT/WBT activities as part of a broader online learning program
which may include online discussion or other interactive elements.
e-Learning can also refer to educational web sites such as those offering learning
scenarios, worksheets and interactive exercises for children. The term is also
used extensively in the business sector where it generally refers to cost-effective
online training.
The recent trend in the e-Learning sector is screencasting. There are many
screencasting tools available but the latest buzz is all about the web based
screencasting tools which allow the users to create screencasts directly from
their browser and make the video available online so that the viewers can stream
the video directly. The advantage of such tools is that it gives the presenter the
ability to show his ideas and flow of thoughts rather than simply explain them,
which may be more confusing when delivered via simple text instructions. With
the combination of video and audio, the expert can mimic the one on one
experience of the classroom and deliver clear, complete instructions. From the
learners point of view this provides the ability to pause and rewind and gives the
learner the advantage to move at their own pace, something a classroom cannot
always offer.
Synchronous activities involve the exchange of ideas and information with one
or more participants during the same period of time. A face to face discussion is
an example of synchronous communications. Synchronous activities occur with
all participants joining in at once, as with an online chat session or a virtual
classroom or meeting.
Virtual classrooms and meetings can often use a mix of communication
technologies.
In many models, the writing community and the communication channels relate
with the E-learning and the M-learning communities. Both the communities
provide a general overview of the basic learning models and the activities
required for the participants to join the learning sessions across the virtual
classroom or even across standard classrooms enabled by technology. Many
activities, essential for the learners in these environments, require frequent chat
sessions in the form of virtual classrooms and/or blog meetings. Lately context-
aware ubiquitous technology has been providing an innovative way for written
and oral communications by using a mobile device with sensors and RFID
readers and tags (Liu & Hwang 2009).
The best examples follow a Formative Assessment structure and are called
"Online Formative Assessment". This involves making an initial formative
assessment by sifting out the incorrect answers. The author/teacher will then
explain what the pupil should have done with each question. It will then give the
pupil at least one practice at each slight variation of sifted out questions. This is
the formative learning stage. The next stage is to make a Summative Assessment
by a new set of questions only covering the topics previously taught. Some will
take this even further and repeat the cycle such as BOFA[29] which is aimed at
the Eleven plus exam set in the UK.
The term learning design has sometimes come to refer to the type of activity
enabled by software such as the open-source system LAMS[30] which supports
sequences of activities that can be both adaptive and collaborative. The IMS
Learning Design specification is intended as a standard format for learning
designs, and IMS LD Level A is supported in LAMS V2.elearning has been
replacing the traditional settings due to its cost effectiveness.
Much effort has been put into the technical reuse of electronically-based
teaching materials and in particular creating or re-using Learning Objects. These
are self contained units that are properly tagged with keywords, or other
metadata, and often stored in an XML file format. Creating a course requires
putting together a sequence of learning objects. There are both proprietary and
open, non-commercial and commercial, peer-reviewed repositories of learning
objects such as the Merlot repository.
These standards themselves are early in the maturity process with the oldest
being 8 years old. They are also relatively vertical specific: SIF is primarily pK-
12, LOM is primarily Corp, Military and Higher Ed, and SCORM is primarily
Military and Corp with some Higher Ed. PESC- the Post-Secondary Education
Standards Council- is also making headway in developing standards and
learning objects for the Higher Ed space, while SIF is beginning to seriously
turn towards Instructional and Curriculum learning objects.
In the US pK12 space there are a host of content standards that are critical as
well- the NCES data standards are a prime example. Each state government's
content standards and achievement benchmarks are critical metadata for linking
e-learning objects in that space.
ICT in Education
Blended Learning
Adult education
Andragogy
Blended learning
Computer-based testing
Distance education
Educational technology
Flexible Learning
Heutagogy
Hybrid course
Lifelong Learning
Media psychology
Microlearning
Microlecture
Remedial education
Ubiquitous learning
Virtual education
Systems
Claroline
Desire2Learn
Dokeos
eFront
HotChalk
Moodle
Sakai
Spiral Universe
[edit] References
1. ^ Means, B.; Toyama, Y.; Murphy, R.; Bakia, M.; Jones, K. (2009),
Evaluation of Evidence-Based Practices in Online Learning: A Meta-Analysis
and Review of Online Learning Studies,
http://www.ed.gov/rschstat/eval/tech/evidence-based-practices/finalreport.pdf,
retrieved 20 August 2009
2. ^ Kerkman, L. (2004). Convenience of Online Education Attracts Midcareer
Students. Chronicle of Philanthropy, 16(6), 11-12. Retrieved from Academic
Search Premier database.
3. ^ TonyBates.ca
5. ^ Nagy, A. (2005). The Impact of E-Learning, in: Bruck, P.A.; Buchholz, A.;
Karssen, Z.; Zerfass, A. (Eds). E-Content: Technologies and Perspectives for the
European Market. Berlin: Springer-Verlag, pp.79-96
6. ^ "Sloan Consortium"
8. ^ Allen, I.E. and Seaman, J. (2003) Sizing the Opportunity: The Quality and
Extent of Online Education in the United States, 2002 and 2003 Wellesley, MA:
The Sloan Consortium
19. ^ Karrer, T (2008) Corporate Long Tail Learning and Attention Crisis
Elearningtech.blogspot.com
a b
20. ^ Seely Brown, John; Adler, Richard P. (2008). "Minds on Fire:Open
Education, the Long Tail, and Learning 2.0". Educause review
(January/February 2008): 16–32.
http://net.educause.edu/ir/library/pdf/ERM0811.pdf.
a b
22. ^ Mason. R. and Kaye, A. (1989) Mindweave: Communication,
Computers and Distance Education Oxford, UK: Pergamon Press
24. ^ Harasim, L., Hiltz, S., Teles, L. and Turoff, M. (1995) Learning Networks:
A Field Guide to Teaching and Learning Online Cambridge, MA: MIT Press.
a b
28. ^ Johnson-Eilola, Johndan. Datacloud: Toward a New Theory of Online
Work. Cresskill, NJ: Hampton Press, Inc., 2005. Print.
29. ^ PlanetBofa.com
30. ^ LamsFoundation.org
31. ^ Wiki.Laptop.org
33. ^ E-moderating: The Key to Teaching and Learning Online - Gilly Salmon ,
Kogan Page, 2000, ISBN 0-7494-4085-6
36. ^ Areskog, N-H. (1995) The Tutorial Process - the Roles of Student Teacher
and Tutor in a Long Term Perspective
Contents
[hide]
1 Definition
2 History
o 6.1 Teachers
o 6.2 Students
9 Advantages of CALL
o 9.1 Motivation
o 9.3 Authenticity
11 References
12 Further reading
13 Professional associations
14 Professional journals
15 See also
[edit] Definition
CALL originates from CAI and was invented by Sir Mazlan from IIUM in
1970's. (Computer-Accelerated Instruction), a term that was first viewed as an
aid for teachers. The philosophy of CALL puts a strong emphasis on student-
centered lessons that allow the learners to learn on their own using structured
and/or unstructured interactive lessons. These lessons carry 2 important features:
bidirectional (interactive) learning and individualized learning. CALL is not a
method. It is a tool that helps teachers to facilitate language learning process.
CALL can be used to reinforce what has been learned in the classrooms. It can
also be used as remedial to help learners with limited language proficiency.
Others may call CALL an approach to teaching and learning foreign languages
whereby the computer and computer-based resources such as the Internet are
used to present, reinforce and assess material to be learned. CALL can be made
independent of the Internet. It can stand alone for example in a CDROM format.
Depending on its design and objectives, it may include a substantial interactive
element especially when CALL is integrated in web-based format.It is in the
area of industrialization of teaching that is reigning now. The traditional face-to-
face teaching which is based on interpersonal communication between the
teacher and student is gone. however the industrialized teaching is able to offer
teachers with the opportunity of sourcing from the computer internet rather than
being faced with the problem of materials. It may include the search for and the
investigation of applications in language teaching and learning. [1] Except for
self-study software, CALL is meant to supplement face-to-face language
instruction, not replace it.[2]
Computers have been used for language teaching ever since the 1960s. This 40-
year period can be divided into three main stages: behaviorist CALL,
communicative CALL, and integrative CALL. Each stage corresponds to a
certain level of technology and certain pedagogical theories. The reasons for
using Computer-assisted Language Learning include: (a) experiential learning,
(b) motivation, (c) enhance student achievement, (d) authentic materials for
study, (e) greater interaction, (f) individualization, (g) independence from a
single source of information, and (h) global understanding. The barriers
inhibiting the practice of Computer-assisted Language Learning can be
classified in the following common categories: (a) financial barriers, (b)
availability of computer hardware and software, (c) technical and theoretical
knowledge, and (d) acceptance of the technology.
Introduction
[edit] History
CALL’s origins and development trace back to the 1960’s (Delcloque 2000).
Since the early days CALL has developed into a symbiotic relationship between
the development of technology and pedagogy.
In multimedia programs, listening is combined with seeing, just like in the real
world. Students also control the pace and the path of the interaction. Interaction
is in the foreground but many CALL programs also provide links to
explanations simultaneously. An example of this is Dustin’s simulation of a
foreign student’s arrival in the USA. Programs like this led also to what is called
explorative CALL.
On a superficial level, the core issue for humans and computers using language
is the same; finding the best match between a given speech sound and its
corresponding word string, then generating the correct and appropriate response.
However, humans and machines process speech in fundamentally different
ways. Humans use complex cognitive processes, taking into account variables
such as social situations and rules while speech for a computer is simply a series
of digital values to generate and parse language.journal=Language Learning and
Technology |volume=2 |issue=1 |pages=45–60 |id= |url= |accessdate= 2007-12-
02 }}</ref> For this reason, those involved in CALL from a computational
linguistics perspective tend to be more optimistic about a computer’s ability to
do error analysis and other pedagogical tasks than those who come into CALL
via language teaching.[2]
The term Human Language Technologies is often used to describe some aspects
of computational linguistics, having replaced the former term Language
Engineering. There has been an upsurge of work in this area in recent years,
especially with regard to machine translation and speech synthesis and speech
analysis. The professional associations EUROCALL (Europe) and CALICO
(USA) have special interest groups (SIGs), respectively devoted to Natural
Language Processing (NLP) and Intelligent CALL (ICALL). See Module 3.5 at
the ICT4LT website for further information.
Computers have become so widespread in schools and homes and their uses
have expanded so dramatically that the majority of language teachers now think
about the implications. Technology can bring about changes in the teaching
methodologies of foreign language beyond simply automating fill-in-the-gap
exercises.[3] The use of the computer in and of itself does not constitute a
teaching method, but rather the computer forces pedagogy to develop in new
ways that exploit the computer's benefits and that work around its limitations. [1]
To exploit the computers’ potential, we need language teaching specialists who
can promote a complementary relationship between computer technology and
appropriate pedagogic programs.[3]
A number of pedagogical approaches have developed in the computer age,
including the communicative and integrative/experimentative approaches
outlined above in the History of CALL. Others include constructivism, whole
language theory and sociocultural theory although they are not exclusively
theories of language learning. With constructivism, students are active
participants in a task in which they “construct” new knowledge based on
experience in order to incorporate new ideas into their already-established
schema of knowledge. Whole language theory postulates that language learning
(either native or second language) moves from the whole to the part; rather than
building sub-skills like grammar to lead toward higher abilities like reading
comprehension, whole language insists the opposite is the way we really learn to
use language. Students learn grammar and other sub-skills by making intelligent
guesses bases on the input they have experienced. It also promotes that the four
skills (reading, writing, listening and speaking) are interrelated. [4] Sociocultural
theory states that learning is a process of becoming part of a desired community
and learning that community's rules of behavior.[5]
What most of these approaches have in common is taking the central focus away
from the teacher as a conveyor of knowledge to giving students learning
experiences that are as realistic as possible, and where they play a central role.
Also, these approaches tend to emphasize fluency over accuracy to allow
students to take risks in using more student-centered activities, and to cooperate,
rather than compete.[3] The computer provides opportunity for students to be less
dependent on a teacher and have more freedom to experiment on their own with
natural language in natural or semi-natural settings.
Although the integration of CALL into a foreign language program can lead to
great anxiety among language teachers,[6] researchers consistently claim that
CALL changes, sometimes radically, the role of the teacher but does not
eliminate the need for a teacher altogether. Instead of handing down knowledge
to students and being the center of students’ attention, teachers become guides as
they construct the activities students are to do and help them as students
complete the assigned tasks. In other words, instead of being directly involved in
students’ construction of the language, the teacher interacts with students
primarily to facilitate difficulties in using the target language (grammar,
vocabulary, etc.) that arise when interacting with the computer and/or other
people.[3][4]
[edit] Students
Students, too, need to adjust their expectations, of their participation in the class
in order to use CALL effectively. Rather than passively absorbing information,
learners must negotiate meaning and assimilate new information through
interaction and collaboration with someone other than the teacher, be that person
a classmate or someone outside of the classroom entirely. Learners must also
learn to interpret new information and experiences on their own terms. However,
because the use of technology redistributes teachers’ and classmates’ attentions,
less-able students can become more active participants in the class because class
interaction is not limited to that directed by the teacher. [4] Moreover more shy
students can feel free in their own students'-centered environment. This will
raise their self-esteem and their knowledge will be improving. If students are
performing collaborative project they will do their best to perform it within set
time limits.
A number of studies have been done concerning how the use of CALL affects
the development of language learners’ four skills (listening, speaking, reading
and writing). Most report significant gains in reading and listening and most
CALL programs are geared toward these receptive skills because of the current
state of computer technology. However, most reading and listening software is
based on drills.[3] Gains in writing skills have not been as impressive as
computers cannot assess this well.[4]
However, using current CALL technology, even with its current limitations, for
the development of speaking abilities has gained much attention. There has been
some success in using CALL, in particular computer-mediated communication,
to help speaking skills closely linked to “communicative competence” (ability to
engage in meaningful conversation in the target language) and provide
controlled interactive speaking practice outside the classroom.[7] Using chat has
been shown to help students routinize certain often-used expressions to promote
the development of automatic structure that help develop speaking skills. This is
true even if the chat is purely textual. The use of videoconferencing give not
only immediacy when communicating with a real person but also visual cues,
such as facial expressions, making such communication more authentic.[4]
Center managers and support staff need to have new roles defined for them to
support students’ efforts at self-directed learning. In fact, a new job description
has emerged recently, that of a “language advisor”[12].
[edit] Motivation
Generally speaking, the use of technology inside or outside the classroom tends
to make the class more interesting. However, certain design issues affect just
how interesting the particular tool creates motivation.[4] One way a program or
activity can promote motivation in students is by personalizing information, for
example by integrating the student’s name or familiar contexts as part of the
program or task. Others include having animate objects on the screen, providing
practice activities that incorporate challenges and curiosity and providing a
context (real-world or fantasy) that is not directly language-oriented.
For example, a study comparing students who used “CornerStone” (a language
arts development program) showed a significant increase in learning (compared
to students not using the program) between two classes of English-immersion
middle-school students in language arts. This is because CornerStone
incorporate personalized information and challenging and imaginative exercises
in a fantasy context.[13] Also, using a variety of multimedia components in one
program or course has been shown to increase student interest and motivation.[4]
[edit] 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.
With real communication acts, rather than teacher-contrived ones, students feel
empowered and less afraid to contact others. Students believe they learn faster
and better with computer-mediated communication.[3] Also, students learn more
about culture in such an environment.[4] In networked computer environments,
students have a conscious feeling of being members of a real community. In
situations where all are learners of a foreign language, there is also a feeling of
equality. In these situations students feel less stressed and more confident in a
language learning situation, in part because surface errors do not matter so
much. This works best with synchronous CMC (e.g. chats) as there is immediate
feedback but email exchanges have been shown to provide most of the same
benefits in motivation and student affect.[3]
The impact of CALL in foreign language education has been modest. [7] Several
reasons can be attributed to this. The first is the limitations of the technology,
both in its ability and availability. First of all, there is the problem with cost [1]
and the simple availability of technological resources such as the Internet (either
non-existent as can be the case in many developing countries or lack of
bandwidth, as can be the case just about anywhere). [3] However, the limitations
that current computer technology has can be problematic as well. While
computer technology has improved greatly in the last three decades, demands
placed on CALL have grown even more so. One major goal is to have
computers with which students can have true, human-like interaction, esp. for
speaking practice; however, the technology is far from that point. Not to mention
that if the computer cannot evaluate a learner’s speech exactly, it is almost no
use at all.[1][7]
However, most of the problems that appear in the literature on CALL have more
to do with teacher expectations and apprehensions about what computers can do
for the language learner and teacher. Teachers and administrators tend to either
think computers are worthless or even harmful, or can do far more than they are
really capable of.[6]
Reluctance on part of teachers can come from lack of understanding and even
fear of technology. Often CALL is not implemented unless it is required even if
training is offered to teachers.[6] One reason for this is that from the 1960’s to the
1980’s, computer technology was limited mostly for the sciences, creating a real
and psychological distance for language teaching.[14] Language teachers can be
more comfortable with textbooks because it is what they are used do, and there
is the idea that the use of computers threatens traditional literacy skills since
such are heavily tied to books.[14][15] These stem in part because there is a
significant generation gap between teachers (many of whom did not grow up
with computers) and students (many of whom did grow up with computers).
Also, teachers may resist because CALL activities can be more difficult to
evaluate than more traditional exercises. For example, most Mexican teachers
feel strongly that a completed fill-in textbook “proves” learning. [15] While
students may be motivated by exercises like branching stories, adventures,
puzzles or logic, these activities provide little in the way of systematic
evaluation of progress.[3]
Even teachers who may otherwise see benefits to CALL may be put off by the
time and effort needed to implement it well. However “seductive” the power of
computing systems may be[3], like with the introduction of the audio language
lab in the 1960’s, those who simply expect results by purchasing expensive
equipment are likely to be disappointed.[1] To begin with, there are the simple
matters of sorting through the numerous resources that exist and getting students
ready to use computer resources. With Internet sites alone, it can be very
difficult to know where to begin, and if students are unfamiliar with the resource
to be used, the teacher must take time to teach it.[3] Also, there is a lack of
unified theoretical framework for designing and evaluating CALL systems as
well as absence of conclusive empirical evidence for the pedagogical benefits of
computers in language.[7] Most teachers lack the time or training to create
CALL-based assignments, leading to reliance on commercially-published
sources, whether such are pedagogically sound or not.[1]
However, the most crucial factor that can lead to the failure of CALL, or the use
of any technology in language education is not the failure of the technology, but
rather the failure to invest adequately in teacher training and the lack of
imagination to take advantage of the technology's flexibility. Graham Davies
states that too often, technology is seen as a panacea, especially by
administrators, and the human component necessary to make it beneficial is
ignored. Under these circumstances, he argues, "it is probably better to dispense
with technology altogether".[8] To better see his views and favorite CALL sites,
see his Webliography Portal at
<http://www.camsoftpartners.co.uk/websites.htm>. It's been called CamSoft
Collection of CALL Websites (Graham Davie's CALL Glossary), and another
very extensive World CALL Directory is the Virtual Encyclopedia collected at
www.CALL4ALL.us, maintained by John Paul Loucky. It integrates close to
5,000 CALL websites and programs for teaching or learning about 150 world
languages, with links to over 7,000 distinct web dictionaries and technical
lexicons as well. (For various views and meta-analyses of the effectiveness of
CALL, see Felix; Stockwell; and Loucky, John Paul.(2009). Discovering
Excellent CALL Programs for Effective Language Education in Various Foreign
Languages. APACALL Newsletter, Series No. 13, December 2009, pp. 4–10.
[Access at <http://www.apacall.org/news/Newsletter13.pdf>].
Rody Klein, Clint Rogers and Zhang Yong (2006), studying the adoption of
Learning Technologies in Chinese schools and colleges, have also pointed out
that the spread of video games on electronic devices, including computers,
dictionaries and mobile phones, is feared in most Chinese institutions. And yet
every classroom is very well equipped with a desk embedded computer, Internet
connection, microphone, video projector and remote controlled screen to be used
by the teacher for multimedia presentations. Very often the 'leaders' prefer to ban
completely Learning Technologies for students at the dismay of many foreign
ESL teachers. Books and exercise books still prevail. In order to enhance CALL
for teaching ESL and other languages in developing countries, it would be also
crucial to teach students how to learn by themselves and develop the capacity to
practice self evaluation and enhance intrinsic motivation. Tests and quizzes
should be designed accordingly to encourage and enhance students autonomous
practice. Teachers using CALL should be computer literate and trained
continuously. Ideally each Foreign Language Department using CALL should
hire an experienced Computer Scientist who could assist teachers. That expert
should demonstrate dual expertise both in Education and Learning Technologies.
[edit] References
a b c d e f
1. ^ "Computer Assisted Language Learning: an Introduction".
Warschauer Mark. http://www.ict4lt.org/en/warschauer.htm. Retrieved 2008-04-
11.
a b c d e f g h i j k l m n o
3. ^ "Computer-assisted language learning: Increase of
freedom of submission to machines?" (Domingo Noemi).
http://www.terra.es/personal/nostat. Retrieved 2007-12-10.
a b c d e f g h i j k l
4. ^ {{cit
e journal |last=Stepp-Greany |first=Jonita |year=2002 |month=January |
title=Students perceptions on language learning in a technological environment:
Implications for the new millennium |journal= Language Learning and
Technology |volume= |issue= |pages= |id= |url= |accessdate= 2007-12-15 }}
a b c d e
7. ^ Ehsani, Farzad; Eva Knodt (July 1998). "Speech technology in
computer-aided language learning: Strengths and limitations of a new CALL
paradigm". Language Learning and Technology 2 (1): 45–60.
a b
8. ^ "ICT4LT Module 1.1". http://www.ict4lt.org/en/index.htm. Retrieved
2008-07-11.
11. ^ Reinders, Hayo (July 2007). "Big brother is helping you. Supporting self-
access language learning with a student monitoring system". System 35 (1): 93–
111. doi:10.1016/j.system.2006.10.009. http://www.innovationinteaching.org.
12. ^ [1]
a b
13. ^ Traynor, Patrick (July 2003). "Effects of computer-assisted instruction
on different learners". Journal of Instructional Psychology.
a b
14. ^ Ravichandran, T (2000). Computer-assisted language learning (CALL)
in the perspective of the interactive approach: Advantages and apprehensions.
a b
15. ^ Bollin, G.G. (Mar/Apr 2003). "The Realities of Middle School for
Mexican Children". The Clearing House 76 (4): 198.
doi:10.1080/00098650309602002.
Bax S. (2003) CALL - past, present and future, System 31: 13-28
Davies G., Bangs P., Frisby R. & Walton E. (2005) Setting up effective
digital language laboratories and multimedia ICT suites for Modern Foreign
Languages, London: CILT: http://www.languages-
ict.org.uk/managing/digital_language_labs.pdf
Fotos S. & Browne C. (eds.) (2004) New perspectives on CALL for second
language classrooms, Mahwah, NJ: Lawrence Erlbaum.
Jarvis, H. & Pastuszka, L. (2008). Electronic literacy, reading skills and non-
native speakers: issues for EAP, CALL-EJ 10(1) :
http://www.tell.is.ritsumei.ac.jp/callejonline/journal/10-1/jarvis.html
AILA ReN AILA Research Network for CALL and the Learner.
CALL Review: the SIG Journal (The IATEFL Special Interest Group's
Newsletter)
Flashcards
Memory
Mnemonics
Language exchange
Technology-Enhanced Learning