Computer-Assisted Language Learning (CALL) is a concept in
language education. It is any process in which a learner uses a computer, and
as a result, improves his or her language. CALL is essentially a tool that
helps teachers to facilitate the language learning process. It can be used to
reinforce what has been already learned in the classroom or to help learners
who require additional support. CALL may be defined as the search for and study
of applications of the computer in language teaching and learning.
The main aim of CALL is to find ways for using computers for the
purpose of teaching and learning the language. More specifically, CALL is the
use of computer technologies that promote educational learning, including word
processing, presentation packages, guided drill and practice, tutor, simulation,
problem solving, games, multimedia CD-ROM, and internet applications such as
e-mail, chat and the World Wide Web (WWW) for language learning purposes.
Types of CALL Programs:
·
CALL-specific software
It is designed to promote
explicit or implied language learning objectives and are usually based on the
software authors' beliefs about the ways in which students learn languages.
They offer support in the acquisition of knowledge about language and in the
application of that knowledge both in discrete and in mixed skill activities.
Example : CD-ROMs
·
Generic software
It is designed for general use but they are extremely useful in
language teaching when used in activities which seek to apply aspects of the functionality
of the software to language learning situations.Example : word-processor
·
Web-based learning
programs:
Example : online dictionaries, news/magazine sites, e-texts,
web-quests, blog, wiki, etc.
·
Computer-mediated
communication (CMC) programs
Example : synchronous - online chat, asynchronous - email,
discussion forum, message board.
Roles of the Computer in language learning and teaching:
a. computer as tutor for
language drills or skill practice
b. computer as a tool for
writing, presenting, and researching
computer as a medium of
global communication
Constructivist CALL in the classroom:
·
Group e-mail
·
Electronic
noticeboards (e.g. Wallwisher)
·
Interactive
Whiteboard
·
Web 2.0
technologies (e.g. class blogs, wikis, podcasts, social networking)
·
Virtual learning
environments (e.g. Moodle)
·
Virtual world
language learning (e.g. WebQuest )
·
Massively
multiplayer online role-playing game (MMORPG)
·
Multimedia projects
Sources :