POST #3
DEFINING A MODEL OF CALL
The design of a CALL program
It includes:
- Instruction and learning theories.
- Curriculum imperatives.
- Learning problems.
- Language skills.
- Delivery of materials.
Steps: - Initial planning.
- Determining objectives.
- Choosing types of programs (drill and practice, games, simulations, etc.)
- Selecting materials.
- Choosing software (supported by visual illustrations combined with audio and video.)
- Determining task (stimulate interaction between user and computer.)
- Designing the structure of the program (tutorial-material-exercises.)
- Initial planning.
- Determining objectives.
- Choosing types of programs (drill and practice, games, simulations, etc.)
- Selecting materials.
- Choosing software (supported by visual illustrations combined with audio and video.)
- Determining task (stimulate interaction between user and computer.)
- Designing the structure of the program (tutorial-material-exercises.)
Elements to consider:
- Hardware.
- Software.
- Authoring packages.
- The Internet and Email.
Activities used in CALL
Activities can range according to the software, targeted language skills, or learners' characteristics.
Some activities can be:
- Locus of Control: The gap that exists between the program's and the learner's responsibility.
- Observable changes in pupils' behavior: Different language-learning opportunities.
Reference
Setiati, A. H. (2014). Developing CALL Program. Retrieved from
Slideshare: https://www.slideshare.net/arinihs/developing-call-program-40651301

From my point of view, the design of a CALL program is a crucial aspect of integrating technology into language education. The program should consider various factors to ensure effective learning outcomes for the learners.
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