Notes
Slide Show
Outline
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What do we know about CALL?
  • Deborah Healey, Ph.D.
  • English Language Institute
  • Oregon State University
  • deborah.healey@oregonstate.edu
  • http://oregonstate.edu/~healeyd
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Outline
  • Change over time in computers and CALL
    • PLATO – PCs - Mac/Windows - Internet
  • Consistent findings: What we know
    • Word processing works
    • One size does not fit all
    • The teacher’s role is key
    • Most learners like feeling special
    • Some skills practice is helpful
    • People like games
    • More...
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Outline, continued
  • Ongoing and future areas of relevant research
    • Solid theoretical framework
    • Word processing
    • Work in groups
    • Role of the teacher
    • Multiple media in learning
    • Use of simulations and games
    • Attention and engagement
    • Autonomy/self-directed learning
    • More…
  • Your research directions and questions


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Why do we care?
  • Claims
    • Transform education – the key to the future
    • Motivate students
    • Make teachers’ lives easier
    • Help students learn more effectively
    • Save money
    • “Just a tool”
    • The teacher’s role is important
  • Basic question: Does CALL “work?”
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Changes over time:
Computers and questions
  • PLATO
    • Novelty
    • Students like it – they’re engaged
    • Immediate feedback
    • Teachers as programmers
  • But...
    • What do we do with this???
    • Very expensive
    • Not available for widespread use
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Early personal computers:
Sinclair, Apple IIe, DOS-based
  • Novelty
  • Students like it – they’re engaged
  • Teacher-created programs in BASIC
  • Simple software
    • Immediate feedback on drills (US)
    • Exploratory software (UK)
  • But...
    • Expensive workbook
    • Not available for widespread use
    • Digital divide begins



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Macintosh and Windows:
The graphical interface
  • Ready-made software –drills, simulations/games
  • Multimedia: appeal to different learning styles
  • Novelty, immediate feedback, record-keeping
  • Quality time for non-drill activities in the classroom
  • Collaborative work => discussion practice
  • Multimedia
  • But...
    • Questions about return on investment
    • Expensive workbook
    • Digital divide increases
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The Internet era
  • More novelty
  • More authentic learning possibilities for students
    • Real-time news, magazines
    • Real-time interaction with Chat/Messenger
    • Student publishing online – web pages, blogs, podcasts
  • More resources for teachers
  • Programming for the Web
  • But...
    • Information overload
    • More destructive digital divide
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CALL research = moving target
  • Computers from mainframes to hand-helds
  • Local to global partners
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CALL research = moving target
  • As similar as silent films and high-tech movies
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Other limitations
  • Small number of subjects
  • Hawthorne effects
  • Chart new ground rather than replicate
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So...
  • What do we know about CALL?
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Consistent findings - 1
  • Word processing works
    • Replicated with L1 and L2 writers
    • Revising leads to better writing
    • Less anxiety

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Consistent findings - 3
  • One size does not fit all
    • Dunn (1993) “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
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Consistent findings - 3
  • One size does not fit all
    • Multiple channels
    • Inductive vs. deductive learners
      • Data-driven learning
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Consistent findings - 4
  • The teacher’s role is key
    • Setting tasks
    • Defining roles

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Consistent findings - 5
  • Learners like to feel special
    • Individualized instruction
    • Custom learning experience
    • Audience outside the classroom
  • But...
      • Hawthorne effect
      • Missing variables in research
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Consistent findings - 6
  • Some skills practice is helpful
    • Focus on form in context
    • Decontextualized practice does not build fluency

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Consistent findings - 7
  • People like games
    • Simulations and games – long history in education
    • Part of most commercial ESL/EFL software
    • Competing against time, self, or others
    • Collaborative games


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Consistent findings - 4
  • Computers and CMC are engaging
  • Engagement works
    • Fun factor
    • Consciousness-raising
    • Language research by students
    • Authentic tasks – communication, writing, etc.
    • Authentic contexts for language use
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Ongoing and future areas of research
  • Need for a solid theoretical framework
    • SLA or other basis
    • Replication
  • Word processing
    • Spell checkers
    • Teacher comments
    • Translation >

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Ongoing and future areas of research
  • Work in groups
    • Local or global
    • Social networking sites
    • Class or individual email partners
    • Class structure
  • Role of the teacher
    • What tasks? What instructions?
    • Wireless labs
    • Distance education >

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Ongoing and future areas of research
  • Multiple media in learning
    • How much information is too much?
    • Can students REALLY multitask well?
  • Use of simulations and games
    • What is “authentic”?
    • How much do students learn from different types of games? >

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Ongoing and future areas of research
  • Attention and engagement
    • What learners benefit most from DDL?
    • How should tasks be structured?
    • User interface
    • Does English level make a difference?
  • Autonomy/self-directed learning
    • What do learners need to be autonomous?
    • How can students learn from Internet sites? >

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Ongoing and future areas of research
  • Search engines
    • What do students need to know to search well?
  • Podcasts, blogs, ubiquitous computing
    • What do students learn from creating websites? Podcasts? Blogs?
    • How much access is too much?
  • Hawthorne effect
    • Is it a factor in CALL research? >

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Your areas of interest?
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Remember...
  • Your classroom-based research is valuable: tell others about it!
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  • The more you share, the more we all know.