‹header›
‹date/time›
Click to edit Master text styles
Second level
Third level
Fourth level
Fifth level
‹footer›
‹#›
Computers have been used in education for
over 50 years. Advocates have asserted that computers would transform
education, motivate students, make teachers’ lives easier, and help students
learn more effectively. Others have asserted that computers are “just a tool”
and have emphasized the importance of the teacher in how well or poorly
technology is used in education. Research on computer-assisted language
learning (CALL) has been undertaken from the beginning in an attempt to see if
CALL “works.”
Research on the use and effectiveness of
CALL began with the use of large mainframe computers in language teaching and
learning in the 1950s. Researchers saw that students liked the novelty of this
rare, new technology. Teachers spent a lot of time programming and thinking
about how best to use the new medium. Advocates claimed that students got
immediate feedback and were more engaged, thus learned language better.
Detractors pointed out that the machines were very expensive and not available
for widespread use.
When the computers changed in the early
1980s to small, individual PCs researchers saw that students liked the novelty
of this new technology. Teachers again spent a lot of time programming and
thinking about the new medium. Because many of those programming were teachers
rather than programmers, or programmers and not teachers, the resulting
software tended to be very basic and drill-oriented, especially in the US.
Teachers in the UK were able to come up with more simulations and discussion
generators, such as London Adventure and Lemonade Stand. Teachers in the UK
also did more work with discovery learning, such as whole-text deletion and
cloze exercises.
Advocates claimed that the immediate feedback and
programmed quality of the drills (with record-keeping) helped students learn
more efficiently. Teachers could spend time on “quality” interactions in the
classroom, relegating skills practice to the machine.
The simulations and
discovery learning software created more discussion in the classroom among
students and were easier logistically than similar exercises off the computer.
Whole-text deletion was not used before computer-based applications were
developed. Detractors pointed out that these were very expensive workbooks,
and money could be better spent elsewhere. The digital divide between wealthy
schools and poorer ones began.
A move from green and white Apple IIes to
black and white DOS to the early graphical Macintosh computer in the late
1980s brought more novelty and research questions. Teachers moved away from
programming and into using ready-made software. Still, the bulk of the
software remained drill and practice. True graphic potential (Mac) and more
widespread use (Windows) came in the early 1990s. Simulations and games became
more common in instruction, even in the US. (Oregon Trail was an early
US-based example.) More students enjoyed the novelty factor, and more teachers
wondered how to use the software and potential of the new medium. With
multimedia came claims about helping students learn because the software
appealed to different learning styles, as well as the same claims as before:
immediate feedback, record-keeping, more quality time for non-drill activities
in the classroom, and collaborative work at the computer leading to productive
discussion practice. Detractors raised the issue of return on investment with
these still expensive novelties, and the digital divide increased.
With the Internet in the mid-1990s and
beyond came greater usage, more novelty and possibilities for students, and a
return to a sort of programming for many teachers. The question of how best to
use the medium persisted, as well.
The digital divide became more
destructive as ability to use computers and the Internet became more
essential.
At the same time, computer and
Internet use have skyrocketed globally. More teachers and students have become
computer and Internet literate in the last 10 years than ever before. While
most web pages are still in English (366 million, the numbers are growing in
all other major and many minor languages.
CALL research has been hampered by having
a moving basis: Mainframes to PCs to handhelds
Add in new hardware like
interactive whiteboards and today’s ubiquitous computing (wireless labs, the
Blackberry, and clicker response tools are prime examples) for even more
differences.
Large mainframe computers of the 1950s
are as similar to computers and the Internet today as silent films are to
current special effects-laden movies on DVDs with added content.
Research is also limited by typically
small numbers of subjects, the risk of Hawthorne effects (just trying
something new, no matter what, can produce a positive response), and a
tendency for researchers to chart new ground rather than to replicate prior
work.
From early work by Daiute (1984), it is
clear that word processing helps learners become better writers. The evidence
is strong for the benefits of word-processing in encouraging longer writing
and more revision for both first- and second-language writers (Daiute, 1985;
Phinney, 1988, 1991; Neu & Scarcella, 1991; Bangert-Drowns, 1993). Writing
improves writing skills, and the word processor makes revision far easier than
writing on paper. The benefits also come in part through greater motivation
from using the computer and reduced anxiety about writing because of the ease
in editing and revision.
Research on learning styles in general
indicates that learners do not all learn the same way (see Dunn, 1990 for
relevant research).
Dunn also points out that “responding to how students
learn significantly increases their achievement and attitude test scores… no
learning style characteristic is better or worse than any other learning style
characteristic; and … [children] need to be taught to their individual
learning style strengths if they are to master new and difficult academic
material (1993: ¶ 6 below “Continuing Questions” subhead). Soo (1999) focuses
in on the link between learning styles and motivation when teachers use CALL,
and Ngeow (1999) offers specific recommendations for approaches to use in
connecting CALL and learning styles.
Multimedia’s ability to offer the same
information in multiple channels (text, graphics, audio, video) provides an
approach that can be effective in language learning (Mayer & Moreno, 1997,
and Clark & Mayer, 2003, cited in Kumar, n.d.). Multimedia and hypermedia
research has also indicated that people process information at different
rates, and that overloading processing capacity – by too much information in
different modes, conflicting information, and the like – results in less
learning than if just one medium is used (Moore, et al., n.d.). Clearly, the
information needs to be presented carefully so that images, audio, and text
present complementary rather than conflicting input. Too many “bells and
whistles” detracts from learning. You can see this from the graphic on this
slide – you’re wondering why it’s there, not listening.
Another difference
is between deductive and inductive learners. Those who are deductive learners
tend to prefer presentation of rules, followed by examples. Inductive
learners, on the other hand, prefer figuring out the rules on their own.
People are rarely, if ever, fully inductive or fully deductive in their learning.
Data-driven learning (Johns, 1991) was designed for inductive learners, though
all learners can benefit. A concordance – presentation of a target word or
structure in a number of different sentences – allows learners to use
extensive data and come up with their own rules (Bowker & Pearson, 2002;
Hall & Lee, 2006).
Computers and other forms of educational
technology do not operate on their own. In studies that have been replicated
in a variety of ways over the years, the teacher is a key variable. How the
teacher sets the stage and gives instructions plays a large part in research
outcomes. The title of an early article by Chris Jones (1986) is as apropos
now as then: It’s not so much the program, more what you do with it. Piper
(1986), Abraham and Liou (1991), Esling (1991) and Levy (1991) examined
student interaction at the computer; all found a substantial effect as a
result of how the teacher defined and organized the tasks for students. It is
better when learning on the computer is integrated with the other classroom
activities; the teacher can help learners see the links among different types
of tasks.
Differentiated instruction,
individualized instruction, and individual education plans are all ways that
create a customized learning experience for students. Some of the earliest
computer-based drills started by asking the student to type in his/her name.
The computer then customized its responses by adding the student’s name, as in
“Good work, Phuong!” and “Try again, Lucie!” Nowadays, teachers can also use
publication of student work in print – with distribution around the school,
for example – or on the Web to give students a sense of pride and
individuality with their work by providing an extended audience.
On the other hand, a consistent risk in
research with people is the “Hawthorne effect.” This is the risk that being
part of an experiment will produce a positive change in behavior, no matter
what the experiment is doing. Using a new software program, adding audio,
increasing the lighting, working online: these are all changes that can
produce a Hawthorne effect, especially in a short-term experiment without a
control group. While there is some doubt about whether this is a valid
construct, certainly ascribing all changes to technology risks missing some
other variables that might affect the change. Technology use thrives on the
willingness to avoid looking for additional variables, and the practice has
muddied the waters in technology research for years.
Some elements of language respond better
to practice than others. The audiolingual method made the mistake of
considering all elements of language in need of habit formation. After a shift
by some theorists away from all drills, the field is moving back toward
selective practice. Folse (2004) points out the benefits that multiple
exposure brings to vocabulary learning. Rather than just workbook-style
drills, learners can use a variety of ways to attain multiple exposure,
including gap-filling exercises (Vandergrift, 1999). The “focus on form”
movement (Schmidt, 1995; Doughty & Williams, 1998) points to context-based
corrections in grammar and usage rather than practice for its own sake. Although
deductive learners (as mentioned above) are especially likely to respond well
to practice, decontextualized practice does not create fluency.
One of the programs I had on my first
computer was called “Colossal Cave,” later “Adventure.” I spent a lot of time
looking for ways to use it in language teaching, but couldn’t get past the
one- or two-word commands (north, south, enter, take key, etc.). London
Adventure circa 1985 provided a gaming element and language learning, where
users had to use appropriate requests in order to buy the items they needed in
a limited amount of time. Other CALL software creators have found ways to add
gaming elements to almost all software, including (or especially) drills. An
individual may be competing against a clock, against his/her best performance,
or against another user or team. Research on games in education is extensive.
Dixon discusses mainframe-based word games on PLATO (Dixon, 1981). Randel et
al. (1992) present a review of research on educational games from the early
1980s in Simulation & Gaming, a journal dedicated to that topic for
over 30 years. Virtual worlds are an emerging area for gaming, with
some good results in EFL settings (Hannson, 2005).
A consistent theme in CALL research is
how much students like using computers (and now, the Internet) in language
learning. Several reasons have been proposed: novelty, the effect of
multimedia and multiple learning styles, and the fun factor with simulations
and games, as mentioned above. All these encourage engagement, with the
resulting openness to language acquisition.
Research also shows the need
for “consciousness-raising” in order for “uptake” to occur (Ellis, Basturkmen,
& Loewen, 2001). Highlighting of key words (Jourdenais, Ota, Satauffer,
Boyson, & Doughty, 1995) and use of graphics and sound with text (Kumar,
n.d.) can help learners pay attention to salient features. Language failure,
whether with a computer or a person, can also
be an incentive for attention to form (Von der Emde, Schneider, &
Kotter, 2001; Lewis & Walker, 2003). When learners try to derive rules
from language data, as with a concordancer, they also are more engaged then
when simply going through repetitive workbook-style exercises.
Chapelle
and Liu (2007) stress the importance of authentic tasks in helping learners
acquire language. They also point out that CALL is not inherently “authentic”:
rather, “Authenticity results from an interaction between the materials and
the situation in which CALL is used” (p.126). Tandem learning environments,
online discussion, chat, and other Internet-mediated group interactions offer
the possibility of authentic contexts for language use.
Carol Chapelle (1997, 2005) has suggested
linkages between second language acquisition (SLA) research and CALL. Chapelle
notes that CALL needs a strong theoretical basis, such as that provided by SLA
research. It would be helpful to have meta-studies that explore the
theoretical foundations (if any) of past CALL research. Another large
consideration in CALL research is the relative lack of replication. A few
areas have had multiple studies, but most researchers are looking for the new
question, not a new twist on an old question. We don’t really know a lot
without going back and looking again, in different settings and with different
learners.
Word-processing: What happens with the use of spell-checkers?
What kinds of digital/audio comments by teachers are most useful in
word-processed documents? Do translation functions help or hurt English
language learners?
Work in groups: Does it matter if the
groups are spread out over time and space? What do students learn from social
networking sites? What do students learn from class email partners? Individual
keypals? How should the tasks be structured for learners to get the most out
of class or individual partners?
Role of the teacher: Much has been done
related to conversation at the computer, and some with tandem class projects
and web quests. What happens with different computer-based activities? What
about wireless labs? What really makes distance education work?
Multiple media and learning: How much
information is too much? Are younger people really as good at multi-tasking as
they say they are?
Use of simulations and games: What makes a simulation
“authentic”? How much do students learn from different types of games, such as
word games, arcade-style games, collaborative games?
Attention and engagement: What learners
benefit most from data-driven learning? How should tasks be structured? How do
students interact with different user interfaces? Do student responses to
technology of different types vary with to their English proficiency level?
Autonomy/self-directed learning: What do learners need to be autonomous? What
uses of the Internet help students learn?
More: How do students respond to search
engines – what do they need to know to make effective use of search engines?
What do students learn from having their own websites? Podcasts? Blogs? Is the
Hawthorne effect a real consideration in CALL research?