Jumat, 27 Maret 2015

Computer-Assisted Language Learning





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
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