COMPUTER ASSISTED / AIDED LANGUAGE LEARNING (CALL) By: Sugeili Liliana Chan Santos.

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Presentation transcript:

COMPUTER ASSISTED / AIDED LANGUAGE LEARNING (CALL) By: Sugeili Liliana Chan Santos

1.Multimedia learning software gives a diverse opportunity to interact with learners and teachers. 2. According to Barker interactivity in learning is “a necessary and fundamental mechanism for knowledge acquisition and the development of both cognitive and physical skills. NEXT SLIDE

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3. Multimedia does not help the improvement of students learning 4. According to Sims the implementation of interactivity can be perceived as an art because it requires a comprehensive range of skills, including an understanding of the learner, an appreciation of software engineering capabilities, the importance of rigorous instructional design and the application of appropriate graphical interfaces. NEXT SLIDE PREVIOUS SLIDE

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5. Computer technology helps the communicative approach of learning that is concerned with the interaction between the teacher and the learners, and in which the teaching strategy is dependent upon students' learning needs and learning styles. 6. Interaction has become an increasingly important and relevant area of study in the field of second language acquisition since it reflects what goes on in formal learning and teaching processes. NEXT SLIDE PREVIOUS SLIDE

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7. Literature and technology are of special interest for the area of applied linguistics 8. Social interactionism emphasizes the dynamic nature of the interplay between teachers, learners and tasks, and provides a view of learning as arising from interactions with others. NEXT SLIDE PREVIOUS SLIDE

GO BACK TO THE EXCERSICE GO BACK TO THE EXCERSICE Interaction and technology are of special interest for the area of applied linguistics

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GO BACK TO THE EXCERSICE GO BACK TO THE EXCERSICE Interaction and technology are of special interest for the area of applied linguistics

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9. Williams and Burden have identified four key sets of factors which influence the learning process - Internet, learners, taxonomy and interaction. 10. Classroom action refers to the plans teachers have in order to develop their classes. NEXT SLIDE PREVIOUS SLIDE

GO BACK TO THE EXCERSICE GO BACK TO THE EXCERSICE Williams and Burden (1997) have identified four key sets of factors which influence the learning process 1.Teachers 2.Learners 3.tasks 4.contexts

GO BACK TO THE EXCERSICE GO BACK TO THE EXCERSICE Williams and Burden (1997) have identified four key sets of factors which influence the learning process 1.Teachers 2.Learners 3.tasks 4.contexts

CONGRATULATIONS GO BACK TO THE EXCERSICE GO BACK TO THE EXCERSICE

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11. According to “The Collins English Dictionary” one of the definitions of interactive is “allowing or relating to continuous two ways transfer of information between a user and the central point of a communication system, e.g. computer”. 12. Sims has proposed 3 levels of interactivity: Object, Reflective and Simulation Interactivity. NEXT SLIDE PREVIOUS SLIDE

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GO BACK TO THE EXCERSICE GO BACK TO THE EXCERSICE Sims (1994) has proposed 7 levels of interactivity: Object, Linear, Support, Update, Construct, Reflective and Simulation Interactivity.

GO BACK TO THE EXCERSICE GO BACK TO THE EXCERSICE 7 levels of interactivity: Object, Linear, Support, Update, Construct, Reflective and Simulation Interactivity. Sims (1994) has proposed 7 levels of interactivity: Object, Linear, Support, Update, Construct, Reflective and Simulation Interactivity.

13. Object interactivity is the facility for the user to receive performance support, which may range from simple help messages to complex tutorial systems. 14. Linear interactivity (reactive pacing) refers to applications in which the user is able to move (forwards or backwards) through a predetermined linear sequence of instructional material. NEXT SLIDE PREVIOUS SLIDE

GO BACK TO THE EXCERSICE GO BACK TO THE EXCERSICE Object interactivity (proactive inquiry) refers to an application in which objects (buttons, people, things) are activated by using a mouse or other pointing device.

GO BACK TO THE EXCERSICE GO BACK TO THE EXCERSICE Object interactivity (proactive inquiry) refers to an application in which objects (buttons, people, things) are activated by using a mouse or other pointing device.

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15. Update interactivity relates to individual application components or events in which a dialogue is initiated between the learner and computer- generated content. 16. Reflective interactivity (which ranges from reactive elaboration to mutual elaboration, depending on its complexity) extends the role of the learner to that of controller or operator, where individual selections determine the training sequence. NEXT SLIDE PREVIOUS SLIDE

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CONGRATULATIONS GO BACK TO THE EXCERSICE GO BACK TO THE EXCERSICE Reflective interactivity records each response entered by users of the application and allows the current user to compare their response to that of other users as well as recognized "experts".

GO BACK TO THE EXCERSICE GO BACK TO THE EXCERSICE Reflective interactivity records each response entered by users of the application and allows the current user to compare their response to that of other users as well as recognized "experts".

17. Simulation interactivity records each response entered by users of the application and allows the current user to compare their response to that of other users as well as recognized "experts". 18. With hyperlinked interactivity (proactive navigation), the learner has access to a wealth of information, and may "travel" at will through that knowledge base. NEXT SLIDE PREVIOUS SLIDE

GO BACK TO THE EXCERSICE GO BACK TO THE EXCERSICE Simulation interactivity (which ranges from reactive elaboration to mutual elaboration, depending on its complexity) extends the role of the learner to that of controller or operator, where individual selections determine the training sequence.

GO BACK TO THE EXCERSICE GO BACK TO THE EXCERSICE Simulation interactivity (which ranges from reactive elaboration to mutual elaboration, depending on its complexity) extends the role of the learner to that of controller or operator, where individual selections determine the training sequence.

GO BACK TO THE EXCERSICE GO BACK TO THE EXCERSICE

GO BACK TO THE EXCERSICE GO BACK TO THE EXCERSICE

19. Multimedia is any combination of text, graphic art, sound, animation and video that is delivered by computer. 20. Communicative CALL corresponds to cognitive theories which stresses that learning is a process of discovery, expression, and development. PREVIOUS SLIDE

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ESC TO LEAVE THANK YOU! HOME PREVIOUS SLIDE By: Sugeili Liliana Chan Santos