Abstract:
This paper is intended to serve as a guideline
for teachers in the use of CALL in the English
Language classroom and was written in Dublin,
when the author was teaching TOEFL exam classes
to a group of predominantly Asian students
and decided that the material needed to be
more motivational and more closely related
to students' own interests. The fol lowing
outlines how I designed two pieces of courseware,
used them in the classroom and evaluated their
overall effectiveness.
INTRODUCTION.
Garrett
(2000), in a quote taken from the Joint Policy
Statements of CALICO, EUROCALL and IALLT (1999),
defines Computer Assisted Language Learning
(CALL) as "a relatively new and rapidly
evolving academic field that explores the
role of information and communication technologies
in language learning and teaching."
This straightforward definition serves as
an introduction for her assertion that CALL
has evolved into something that is "both
inherently multidisciplinary and academically
substantive" and has become intrinsically
linked with the area of Second Language Acquisition
(SLA) and has influenced research in various
other fields including cognitive science and
psychology.
These views on the evolution of CALL and its
close relationship to SLA have also been explored
in the works of Warschauer (1996), Gonzalez
(2003) and most notably Chapelle (1998).
Therefore,
the main priority of this paper is to demonstrate
that it is possible to achieve what Gonzalez
described as "developing effective language
teaching materials based on second language
acquisition principles" (2003:86), by
adopting the integrative CALL approach described
by Warschauer (1996) and Moras (2003), with
the ultimate aim of using these materials
as a platform for research into the pedagogical
benefits of CALL in the SLA environment.
In
order to reach that stage of research and
evaluation, I had to go through a process
of studying relevant CALL literature and using
the acquired knowledge to create materials
that were innovative, capable of realizing
"the full potential of recent technological
developments" (Murray:1999) and focused
on the ultimate goal of analyzing the value
of electronic materials in the field of Second
Language Acquisition.
TWO SAMPLES OF ELECTRONIC COURSEWARE.
Before
considering how to design samples of courseware
for use in the classroom, I considered the
assertion of Chapelle that "SLA theory
and research might also be consulted to suggest
CALL design and to guide research on effectiveness"
(1998:22), with particular emphasis on her
associated theories about the interdependence
of the design process, based on relevant hypotheses
about SLA, and the final evaluation of CALL
learning activities, based on focused observation.
The
first piece of self-designed electronic material
that I designed as part of this investigation
into the use of CALL was a PowerPoint presentation,
intended for use in both a self access situation
and a General English course, focusing specifically
on the present perfect tense, with the aim
of making the associated lesson as interactive
and communicative as possible and thus providing
"an evaluative perspective for developing
tasks and evaluating performance" as
referred to in Petrie (2004:9).
The
next sample of material, chosen secondly as
a result of initial unfamiliarity with the
package and the demands of scripting objects,
was developed in Asymetrix Toolbook and intended
for use as a supplementary aid to TOEFL exam
preparations, in order to allow learners to
gain a better view of a small part of the
curriculum, as supported by the theories of
writers such as Phillips (1987).
Neither
piece of material was intended as an example
of professionalism in software design, but
rather as a means of experimentation through
which I could develop my skills as a teaching
professional with greater consciousness and
empirically backed awareness of how properly
researched and considered use of CALL can
substantially benefit the process of SLA.
This is a point that many teachers should
take on board as a confidence building measure
in their attempts to integrate CALL into their
lessons. Not even the most demanding students
are expecting the perfection found in professional
software design.
CONCEPTUALIZATION AND PRE-DESIGN STAGE.
(See also Appendix One)
The
first objective of this small-scale project
was to successfully integrate my growing awareness
of CALL into the existing framework of my
language teaching methodology so that I would
have a solid foundation for subsequently evaluating
the success or failure of my efforts at each
stage in the process of development from the
conceptualization of the project to the post-design
integration of the software into classroom
activities. Setting the foundations for sound
pedagogical practice has been consistently
referred to in SLA and CALL literature over
the past three decades, for example in Hubbard
(1996) and even as far back as Breen et al
(1979) and Keith and Lafford (1989).
Essentially, the needs of the learners was
the driving force in shaping the character
of the task and creation of the electronic
materials. This motivation is supported by
the writings of Chapelle (1998) and Levy (1997:68-69)
who explains how, over the course of a decade,
there was a shift in focus "towards recognizing
the real needs and perceptual abilities of
computer users, and designing applications
with those characteristics foremost in mind."
These views are further echoed in an article
by Moras (2001) who explains the difference
in communicative CALL which uses the computer
as stimulus for other activities and integrative
CALL which places a greater emphasis on multimedia.
Gonzalez (2003:86), in quoting from the earlier
literature of Shanks & Cleary (1994) also
refers to the shift in pedagogical methods
from a traditional "teacher-centered"
approach to a new method that is more versatile
and "student-centered". Integrative
CALL makes more demands on the student and,
in my opinion, creates a more relaxed, diversified
and motivational environment, in which to
stimulate the twin processes of interaction
and second language acquisition.
THE STUDENTS.
The students whose learning needs shaped the
design of the two pieces of electronic courseware
were adults, from a diverse range of nationalities
and language backgrounds, particularly Brazilian,
Chinese, Italian, Japanese, Korean, Polish,
Slovakian, Spanish, Turkish and Yugoslavian.
They were studying a combination of General
English and exam classes, with a higher percentage
of Asian students pursuing the latter option
for reasons of needing a recognized qualification
or evidence of second language capability
sufficient for university entrance, hence
the school's provision of TOEFL preparation
courses.
MATERIAL
SHAPED AROUND LEARNER NEEDS.
Keeping in mind the assertions of Chapelle
(1998) it was important to design activities
around the needs of learners and particularly
with TOEFL courses, due to the proficiency
level required to take the exam, it was vital
to combine stand alone materials with topics
that would motivate students. Initially I
considered incorporating the theme of travel
into "drill and revision exercises"
suitable for computer-based instruction as
referred to in the earlier literature of Ahmad
et al (1985:5). Therefore I opted to use Asymetrix
Toolbook which is based on a simple 'book'
metaphor and allows both author and reader
to work through a series of interlinked pages.
This package is already widely used in the
design of educational software but, in my
case, it was entirely new and offered a fresher
challenge than the creation of web based materials.
Aside from this, the challenge of learning
the programming language afforded me opportunities
to explore new avenues of creative possibility
and provided me with the added psychological
benefit of being placed in a position very
similar to that of the L2 students that I
was teaching in Dublin.
In
my opinion and that of students, when questioned
about it in my primary research, TOEFL materials
tend to be quite dull and the exercises are
laborious, in the same way as getting familiarized
with Toolbook, for example, might be deemed
to be laborious for the first-time user who
has not gained sufficient experience or summoned
the courage to experiment with the diverse
possibilities of the package and unleashed
the potential to incorporate sophistication
and interactivity into their design. Thus,
I chose to expand on the travel theme and
develop material that was rich in images,
in the form and content of the written word,
and photographic imagery on screen, with plenty
of scope for communicative interaction, striving
to create a layout that had characteristics
more commonly associated with (in my opinion)
the visually aesthetic nature of First Certificate
Speaking Test materials than in the often
generic and formulaic TOEFL textbooks.
In
the case of the material for the General English
course, I wanted to develop something that
could be used equally well in either the classroom
or in a self-access situation.
However,
I am in complete agreement with Levy (1997:231)
when he makes the point that; "even if
CALL materials are designed to be stand alone,
students are more likely to use them when
encouraged by their teacher", a conviction
further supported by empirical knowledge of
striving to develop Computer and Video materials
for Self-Access use.
Therefore,
the lesson that I conceptualized for the General
English course was best translated into the
medium of PowerPoint because this is a powerful
package that offers a solid professional appearance
and is capable of utilizing a diverse range
of media to enhance communicative interaction.
GIVING
SHAPE TO MY THEORETICAL PARADIGMS.
In
starting out on the design process with clear
aims, namely to focus primarily on the needs
of learners, to make the materials as interactive
as possible and to assimilate a solid rationale
into everything that I did, it was important
to remain true to the guiding principle of
design with evaluation in mind, as referred
to in Chapelle (1998) and Gonzalez (2003).
Earlier
critics such as Phillips (1983), Last (1990)
and Legenhausen and Wolff (1987) have doubted
the wisdom and the credentials of teachers
acting as computer programmers, particularly
the latter who suggest that this can "inhibit
the development of professional software"
(170). However, I believe that by using an
effective authoring system, a highly beneficial
type of software can be developed by language
teachers who have a clear focus in mind and
have considered the needs of learners and,
in the words of Chapelle, developed a framework
for "empirical research intended to discover
how successful the materials are for learners"
(1998:22). This was why, in the design of
an effective Toolbook and a PowerPoint presentation
that would facilitate communication and interaction,
my first considerations were the needs of
the target audience. Most writers on the subject
of interactive design; such as Howlett (1996:33),
Evans (1997:240), Kristof and Satran (1996:16)
and Adamson (2001) support the drive towards
getting to know the target user at an early
stage in the planning, so as to predict the
audience and possible learning outcomes. (See
Appendix 2.)
This
is backed up by other writers such as Nunan
(1988:42) and Graves (1996:12) who both highlight
the importance of identifying the target learner's
needs in order to design an appropriate course,
although Adamson (2001) is a strong critic
of the former and recommends instead that
teachers do not focus dogmatically on the
established ideas about needs analysis and
instead gather information "from a wide
variety of sources" and then use it "to
determine specific goals for the class."
Therefore,
in designing the material, I opted not just
to take ideas from a student needs' analysis
form, but also from contemporary (non-textbook)
TOEFL materials, found on the Internet and
sample CD ROMS, and other teaching professionals
with experience of providing TOEFL or exam-based
courses, with prolonged discussion about my
view that SLA and motivation is mainly affected
by what the student sees on the screen or
in the textbook in front of them.
Having
completed my research and considered the needs
of the students, the next step was the type
of information design described by Kristof
and Satran (1997:7) as "clarifying your
communication goals and arranging your ideas
into a design that serves those goals."
In the same work, they go on to suggest that
the design of interactive materials involves
considering informational content, interaction
design and presentation design and point out
how important navigation is through a piece
of material that comprises various sections,
such as in the example of the TOEFL Toolbook.
Continuing on from this, they talk about the
importance of "creating interfaces that
help people understand where they are, where
they can go and how to get there." (1995:42)
This quote is highly relevant in the context
of the travel theme at the heart of my Toolbook
and this emphasis on clear layout and design
is reiterated by Oliver and Herrington (1995)
who talk about the use of unnecessary elements
in screen design, putting particular emphasis
on the overuse of multiple colours and fonts.
In
terms of SLA, it is generally accepted that
students learn faster when they are motivated,
as consistently referred to in the literature,
and, in the words of Doughty and Long (2003)
quoted in Petrie (2004), when the designer
of material has taken into consideration sound
principles of task-based learning, "which
are based on cognitive and interactionist
SLA theory."
Therefore,
in choosing the content of the Toolbook and
the PowerPoint, I opted for as wide a range
of tasks as possible, with particular emphasis
on form and meaning and strong visual stimulus.
However, most of this visual stimulus was
provided by the use of digital images, taken
with my own digital camera so as to avoid
any copyright issues and to ensure that the
pictures actually fitted the needs of the
courseware and were not added for purely aesthetic
purposes.
I
should add that it was a combination of constraints
in time and resources rather than a lack of
subject knowledge that influenced my decision
not to utilize complex sound or video elements
in either package even though it would have
enhanced the interactivity of the project.
PROGRESS OF THE ACTUAL DESIGN PROCESS.
To
start with, the design process was slow. PowerPoint
was relatively easy to manage but in the beginning
I used Toolbook "in a controlled and
limited environment" as discussed by
Motteram and Slaouti (2003:6) However, as
I researched further information on the use
of Toolbook, mainly via the Internet, I gained
an enhanced understanding of how it worked,
my confidence grew and creativity was added
to my work, as predicted in (2003:6).
Essentially,
my primary concentration was on learning about
the language and the means of scripting objects,
rather than producing something overly dynamic
purely for the sake of it. I wanted to gain
the maximum benefit from a limited set of
tools at my disposal and produce something
meaningful and geared towards the needs of
my students rather than something that was
impressive purely for the sake of impression.
THE TESTING AND ANALYSIS STAGE.
Having
finished the design process, with a far greater
proportion of time spent on Toolbook, the
real test of the material came at the stage
of using it in the classroom for the first
time, as part of the regular curriculum, an
idea supported in the literature of Vaughan
(1994:441) who suggests that "aggressive
critics" are the best judges of the quality
of the material and strongly recommends having
the material tested by target users. On a
similar note, Chapelle (1998) refers to Breen
(1997) who talks of the impact that learners
themselves make in shaping the character of
the task and, as such, the finished product
has to be referred back to those same learners
in order to analyze the strengths and weaknesses
in the design process. I choose not to use
the term successes and failures because, in
my opinion, supported by the experience of
other teaching professionals, there is something
positive to be gained in the evaluation process
which follows every attempt to create and
use a piece of learning material.
Therefore, the designer's self-evaluation
and the experience gained from observing learners
as they complete the task is just as important
as the ability of the material to actively
engage students in the learning process. Chapelle
(1998) details a list of research questions
for "Empirical Evaluation of Multimedia
CALL" and these include "learner's
introspective accounts" of what they
thought they had learned, a post-test constructed
ahead of time, and by considering the learner's
requests for modification. Taking one example
of the latter suggestion, I decided to modify
the means of providing answers to the PowerPoint
For and Since exercise after students pointed
out the weaknesses in my original design which
relied too heavily on students switching back
and forwards between pages.
In
line with the theories of Chapelle, I finally
decided that the best means of "outcome
assessment" was to carefully observe
the students as they were completing the tasks
and then have a feedback session at the end
of each lesson, although, by its very nature,
it is easier to ask students what they have
learned about the present perfect than to
measure the correction of common errors made
in the TOEFL exam. Yet, the criticism was
interesting and, in line with Vaughan (1994),
highly aggressive in terms of expectations.
Amongst the most common criticisms were the
fact that I had not included a tallying mechanism
for the Toolbook grammar exercises, which
is something that TOEFL students consider
to be vital for purposes of self-assessment
of their own abilities and the belief that
in a General English class there can be such
a difference of level that some people 'click'
onto the form and meaning of the grammar almost
immediately whilst others struggle and therefore
slow the class down. In order for this type
of lesson to work effectively, the teacher
needs to control the pace of the lesson very
carefully and have good class management skills.
In
the main reaction was favourable although,
on a professional design level there were
structural errors, particularly in what Slaouti
(2001:43-44) refers to as "housekeeping.
In line with theories espoused in the work
of authors such as Kristof and Satran (1995),
Levy (1997) and Laurillard (1993), I identified
the main problems in my design and tried to
adapt the material to become more user friendly,
thus ending up with a package that looks more
professional and is more motivational for
the students, but which still needed some
minor work on housekeeping.
CONCLUSION.
To
conclude I shall state that from my research,
I can now make the empirically-supported assertion
that CALL is indeed beneficial in the area
of SLA and that proper application of Chapelle's
(1998) theories about the interdependency
of design and evaluation can contribute substantially
to the ultimate success of CALL materials
in the classroom and indeed, in the broader
sense, any second-language teaching material.
Murray
(1999) speaks about the need for experimentation
with innovative learning structures and writers
such as Levy (1997) and Chapelle (1997, 1998)
have argued for a theory driven approach to
the creation of electronic learning materials
and these assertions have been backed up by
my own experience of developing teaching materials
in electronic form. Furthermore, in studying
the literature, I have developed a greater
awareness of the interdisciplinary nature
of CALL, and have developed a stronger interest
in the study and psychology of SLA.
On
a practical level, having already completed
a module that looked in depth at the use of
the Internet as a marketing tool in the EFL
industry, I have now worked at length with
each of the three main sources of designing
electronic learning materials and, although
small errors were made along the way, especially
in Toolbook, I feel that I am a more competent
and informed professional as a result of the
amalgamation of theory and practice in this
project.
References
Adamson,
C. (2001) CALL - Computer Assisted Language
Learning, Educational Technology &
Society 4 (3) 2001.
Ahmad,
K., Corbett, G., Rodgers, M., and Sussex R.
(1985). Computers, Language Learning and
Language Teaching Cambridge: Cambridge
University Press.
Amiri,
F. (1995). Teacher Training and the search
for the 'best' programming environment.CALL
Review, July 1995.
Bailin,
A. (1988). Artificial Intelligence and Computer
Assisted Language Instruction: A Perspective,
CALICO Journal 5/3,pp. 25-50
Bailin,
A., and Levin, L. (1989). Introduction, Intelligent
Computer-Assisted Language Instruction, Computers
and the Humanities 22/2: pp. 99-110
Bates,
A. (1995). Technology, Open Learning and
Distance Education. London: Routledge.
Breen,
M.P., and Water,s A. (1979). Communicative
Materials Design: Some Basic Principles, RELC
Journal, 10/2; 1-13.
Chapelle,
C.A. (1997). CALL in the year 2000: Still
in search of research paradigms? Language
Learning and Technology 1 (1) pp. 19-43
Chapelle,
C.A. (1998). Multimedia CALL: Lessons to be
learned from research on instructed SLA. Language
Learning & Technology, 2 (1), pp.22-34.
Garrett,
N. (2000). Post to the LLTI. Language Learning
and Technology Information. Retrieved from
www.richmond.edu
APPENDIX
ONE.
Evaluating Strengths and Weaknesses in Pre-Design
Stage.
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POWERPOINT.
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Strengths.
Presents text, pictures and sound
in a clear manner.
Easy to use.
Cheap to produce materials.
Works on the school's available hardware.
Visually attractive.
Can be used in conjunction with other
paper based materials designed in
Word.
No specialist programming.
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Weaknesses.
Students
might feel that PowerPoint is hardly
at the cutting edge of CALL technology,
though such notions are commonly refuted
in the literature.
Challenging enough for this level
of study?
Shelf life? Is it going to be beneficial
to the school, the designer and the
students in the long term?
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TOOLBOOK.
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Strengths.
Toolbook has benefits in all the key
areas of COST; FAMILIARITY/FACE VALIDITY;
SHELF LIFE AND SUPPORT and FITNESS
FOR PURPOSE.
It's easy to programme once you get
the basic grasp of Openscript language
and this language allows the designer
to become more sophisticated as they
learn more about the language.
Fits in with student needs and the
broader curriculum and marketing concerns.
Large network of web-based support.
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Weaknesses.
Even
though it's more affordable than software
such as WIDA, perhaps Toolbook doesn't
have the same image as an easily authored
network-suited programme.
Language teachers cannot do the same
job as computer programmers and you
need a programmer to get the maximum
benefit from a programme like Toolbook.
Difficult to put Toolbook on the Internet
and, in EFL management, there is currently
greater emphasis on making materials
available on the web.
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APPENDIX
TWO.
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NEEDS
ANALYSIS AND PROFILE OF LEARNERS.
(TOEFL COURSE)
Class
Structure: Ten to fifteen students
of mixed nationality but predominantly
Asian, most of whom are high level
and seeking to undertake university
courses in a native speaking country.
Lesson
Structure: Three hour lessons, with
one half for TOEFL practice and the
other half for communicative activities.
Student
Needs: To practice TOEFL exercises
to improve grammar but also to build
cognition skills through communication.
Teacher
Needs: Materials that can be incorporated
into a set of communicative activities
and containing exercises that can
be adapted and re-authored on a regular
basis.
(GENERAL ENGLISH COURSE.)
Class
Structure: Changes on a regular basis,
mostly adults from Europe, Asia and
South America.
Lesson
Structure: Three hours, with fifty
per cent concentration on the assigned
textbook and the rest left up to the
teacher's discretion, according to
student needs and demands.
Student
Needs: Material that can be used as
a communicative aid in class but can
also be studied in a Self Access context.
Teacher
Needs: Material that will facilitate
communication.
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