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: 
  1. Initial planning.
  2. Determining objectives.
  3. Choosing types of programs (drill and practice, games, simulations, etc.) 
  4. Selecting materials.
  5. Choosing software (supported by visual illustrations combined with audio and video.) 
  6. Determining task (stimulate interaction between user and computer.)
  7. 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

Comments

  1. 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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