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COMPUTER-ASSISTED LANGUAGE LEARNING: AN OVERVIEW
Definition of CALL
Computer-Assisted Language Learning (CALL) is defined
as "the search for and study of applications of the computer in
language teaching and learning." (Levy, 1997: 1) The main aim of
CALL is to find ways for using computers for the purpose of
teaching and learning the language.
HISTORY OF CALL DEVELOPMENT
This section gives a brief history of CALL development. The
review aims at showing, chronologically, the development of
CALL over the last 30 years by linking to important technological
developments, theories of learning and language teaching
approaches. Some key examples of CALL programs and projects
developed in this period are also shown.
- Behavioristic CALL
- Communicative CALL
- Integrative CALL: multimedia CD-ROM
- Integrative CALL: internet applications
USES OF CALL IN ENGLISH LANGUAGE TEACHING
This section gives a brief overview of how CALL has been used or
can be used for the purpose of language learning and teaching.
The use of CALL can be divided as follows: (1) Computer as Drill
and Practice, (2) Computer as Tutor (3) Computer as Simulation /
Problem Solving, (4) Computer as Game, (5) Computer as Tool
for ELT teachers and learners, and (6) Applications of Internet for
ELT.
Computer as drill and practice
In this use of CALL, computers are viewed as a tool for saving
time with the immediate feedback. The learning principles behind
Drill and Practice is the Behaviorism Learning Theory and the
Audiolingual approach language to teaching. The main aim of
Drill and Practice is to review the content / background
knowledge, and to assist the learners to master separate
language skills
Computer as tutor
The role of the computer as tutor is to present to the learners
the content of the lesson as text graphics, video, animation, or
slides, including learning activities, drills and practice. The
computer serves as a means for delivering instructional materials.
Computer used for simulation / problem solving
Simulations and problem solving is used to foster analysis, critical
thinking, discussion and writing activities. The computer is not
used much for tutorial purposes. The program is designed to
create language interaction through problematic situations,
conditions or problems challenging for the learner to solve.
Computer as game
The main principle behind computer gaming is that "Learning is
Fun." The main aim is to create a pleasurable learning
environment , and to motivate the language learner. However,
good educational games should have clear educational
objectives.
Computer as tool for teachers and learners
- Spelling Checkers
- Grammar Checkers
- Concordancers
- Collaborative Writing
Internet applications
Computers can be connected to the internet and can incorporate
interactive multimedia: text, graphics, audio, video, and
animation. It can be said that the explosive growth of the
internet has given new life to interactive media and CALL.

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Call an overview

  • 1. COMPUTER-ASSISTED LANGUAGE LEARNING: AN OVERVIEW Definition of CALL Computer-Assisted Language Learning (CALL) is defined as "the search for and study of applications of the computer in language teaching and learning." (Levy, 1997: 1) The main aim of CALL is to find ways for using computers for the purpose of teaching and learning the language. HISTORY OF CALL DEVELOPMENT This section gives a brief history of CALL development. The review aims at showing, chronologically, the development of CALL over the last 30 years by linking to important technological developments, theories of learning and language teaching approaches. Some key examples of CALL programs and projects developed in this period are also shown. - Behavioristic CALL - Communicative CALL - Integrative CALL: multimedia CD-ROM - Integrative CALL: internet applications USES OF CALL IN ENGLISH LANGUAGE TEACHING
  • 2. This section gives a brief overview of how CALL has been used or can be used for the purpose of language learning and teaching. The use of CALL can be divided as follows: (1) Computer as Drill and Practice, (2) Computer as Tutor (3) Computer as Simulation / Problem Solving, (4) Computer as Game, (5) Computer as Tool for ELT teachers and learners, and (6) Applications of Internet for ELT. Computer as drill and practice In this use of CALL, computers are viewed as a tool for saving time with the immediate feedback. The learning principles behind Drill and Practice is the Behaviorism Learning Theory and the Audiolingual approach language to teaching. The main aim of Drill and Practice is to review the content / background knowledge, and to assist the learners to master separate language skills Computer as tutor The role of the computer as tutor is to present to the learners the content of the lesson as text graphics, video, animation, or slides, including learning activities, drills and practice. The computer serves as a means for delivering instructional materials. Computer used for simulation / problem solving Simulations and problem solving is used to foster analysis, critical thinking, discussion and writing activities. The computer is not
  • 3. used much for tutorial purposes. The program is designed to create language interaction through problematic situations, conditions or problems challenging for the learner to solve. Computer as game The main principle behind computer gaming is that "Learning is Fun." The main aim is to create a pleasurable learning environment , and to motivate the language learner. However, good educational games should have clear educational objectives. Computer as tool for teachers and learners - Spelling Checkers - Grammar Checkers - Concordancers - Collaborative Writing Internet applications Computers can be connected to the internet and can incorporate interactive multimedia: text, graphics, audio, video, and animation. It can be said that the explosive growth of the internet has given new life to interactive media and CALL.