Language learning and acquisition are developing time by time. Their existence have got some attention from another field of study. One of the serious attention come from technology field (Computer). CALL or Computer Assisted Language Learning is the search for and study of applications of the computer in language teaching and learning (Levy 1997 :1).
Brief History of CALL
The first attempt to use CALL happened in 1960s. After about ten years, CALL is used for the importance of University.
Variety of Activities of CALL
Like real education in the class, there are some types of activity:
· Multiple-choice and true false quizzes
· Gap-filling exercise/cloze
· Matching
· Re-ordering/sequencing
· Games
· Simulations
· Concordancing
· Web quests/searching
· Web publishing
· Online communication
Multimedia CALL
The earliest form of Multimedia CALL was realized through combining a personal computer and a 12-inch videodisc player, which made it possible to combine sound, photographic-quality still images and video recordings in imaginative presentations. The next developed product of multimedia CALL is interactive videodisc for language learners. In 1980s, the developer has adapted interactive videodisc into multimedia personal computer. Another program is Automatic Speech Recognition (ASR) software to diagnose learner’s errors.
Types of CALL Programs
There are four kinds of programs that have been developed till now:
· CALL-specific software : this application is designed to develop and facilitate language learning for example CD-ROM and web-based interactive language learning.
· Generic software : this application is designed for general purposes for example word-processors (Word), presentation software (Power Point), and spreadsheet (Excel).
· Web-based learning programs : online dictionaries, online encyclopedias, online concordancers, news-magazine sites, e-texts, web-quests, web-publishing, blog, wiki, etc.
· Computer-mediated communication (CMC) programs: synchronous-online chat, asynchronous-email, discussion forum, and message board.
The phases of CALL
There are three different phases in the development of CALL:
· Behaviourist CALL. This program uses computers as a tutor, presenting drills and non-jugdemental feedback.
· Communicative CALL. It focuses more on using forms rather than on the forms of themselves.
· Integrative CALL. It is based on multimedia computers and the internet.
Particular form of CALL (Speech Technology)
If we want to understand the speech, we should have linguistic competence such as phonology, lexical, semantic, grammatical, and pragmatic conventions that constitute a language. Complex cognitive processes account for the human ability to associate acoustic signals with meanings and intentions. For a computer, on the other hand, speech is essentially a series of digital values. However, despite these differences, the core problem of speech recognition is the same for both humans and machines: namely, of finding the best match between a given speech sound and its corresponding word string. Automatic speech recognition technology attempts to simulate and optimize this process computationally.
The use of Computers in the classroom
1) Teaching with one computer in the class
- delivery of content (PowerPoint, word-processor, Webpages, etc.)
- classroom activities/discussions mediated by the computer
- Interactive whiteboard
2) Teaching in the computer network room (network-based language teaching)
- task-based group work /activities
- computer-mediated communication (CMC): asynchronous/synchronous
- tandem learning
3) Self-access learning (independent learning)
- drills and exercises
- word processing
- resource searching
4) Distance learning (i.e. individual learners working by themselves, at a place and time of their choice and, to some extent, at a pace and in an order also chosen by themselves.)
- delivering online course content
- CMC activities: email, discussion forum, chat rooms
- tandem learning
- community building
Principles of Using and Designing CALL Programs in Language Learning and Teaching
- student/learner-centeredness (to promote learner autonomy)
- meaningful purpose
- comprehensive input
- sufficient level of stimulation (cognitively and affectively)
- multiple modalities (to support various learning styles and strategies)
- high level of interaction (human-machine and human-human)
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