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CALL Design

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Rogerson-Revell (2003): Developing a cultural syllabus for business ... Build conceptual and mental models using HCI methods for understanding user requirements ... – PowerPoint PPT presentation

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Title: CALL Design


1
CALL Design
  • Xiaofei Lu
  • APLNG 588
  • September 13, 2007

2
Outline
  • Design overview
  • Sample products of CALL design
  • Design perspectives

3
Design overview
  • Level and focus
  • Points of departure
  • Design process

3
4
Levels and focus
  • Institutionwide learning environment
  • Computer-enhanced language classroom
  • Online language courses
  • Websites, tasks, activities, exercises
  • Language learning software and tools

4
5
Points of departure
  • Theory or pedagogical model
  • Development environment or technology
  • Nature of project course, syllabus, task,
    exercise
  • Language skill
  • Student needs

5
6
Design process
  • Tradeoffs between the ideal and the practical
  • An evolving process
  • Design with user modeling in mind
  • Constrained by
  • Context
  • Technological and pedagogical resources

6
7
Language learning tasks (LLTs)
  • LLT as a pivotal component in design
  • What is an LLT?
  • Nunan (1989)
  • Task goals
  • Input data and activities derived from them
  • Roles and settings for different tasks for
    teachers/learners
  • Issues
  • Learner contributions to task design
  • What variables affect interaction in an LLT?

7
8
Task from theory to practice
  • LLT as a means to translate theory into a
    practical activity
  • Multiple ability tasks (Cohen 1994)
  • Multiple answers and solutions
  • Different students, different contributions
  • Use multimedia
  • Interesting, rewarding, and challenging
  • Involve sight, sound and touch
  • Require multiple skills/behaviors
    reading/writing

8
9
Some examples
  • González-Lloret (2003)
  • Internet-based CALL activity for Spanish
  • Design principles IA, TBLT, multimedia CALL
  • Mishan and Strunz (2003)
  • Interactive resources for authentic LL using XML
  • Design principles authenticity-centered approach
  • WebQuests
  • Singing Peace
  • Whale Explorations

9
10
Group activity
  • In groups of 2-3, design a WebQuest
  • Describe a context for the designed task
  • Define the task
  • Define the process for completing the task
  • Define the means of evaluating the task
  • Summarize the meaning and usefulness of the task

10
11
Course and syllabus design
  • Status of course and role of online component
  • Examples
  • Zhang (2002) Teaching business Chinese online
  • Rogerson-Revell (2003) Developing a cultural
    syllabus for business language e-learning
    materials
  • Long distance learners
  • Strambi Bouvet (2003)
  • Software options

11
12
Design integration
  • Principled integration of design elements
  • Elements pedagogical and technical
  • Levels approach, design, and procedure
  • Goal a practical, working set of CALL materials
  • Trinder (2003) Online English Mentor
  • Approach theories, experience and teaching
    philosophy
  • Content activities and business-oriented themes
  • Technology

12
13
Language-learning areas and skills
  • Skill and area
  • Speaking, listening, reading, writing
  • Pronunciation, grammar, vocabulary, discourse
  • References on page 21
  • Brandl (2002)
  • Theories specific to the acquisition of the skill
  • Issues relate to L1

13
14
Design of CALL tutors
  • A tutor evaluates and provides feedback to
    learner response
  • Simple systems (e.g., ANGEL)
  • ICALL systems (e.g., Language Tool)
  • Corpus of L2 learner errors

14
15
Design of CALL tools
  • Computer as an enabling device
  • Searchable language databases and archives
  • Dictionaries
  • CMC tools
  • Shaping tools for language learning
  • Electronic Tandem Resources
  • British National Corpus

15
16
General discussion
  • Multidimensional nature of the design process
  • Clear and convincing rationale for design
  • Understand the user and the situation
  • A creative process (Shneiderman 1987)
  • Design is a process, not a static state
  • Non-hierarchical not bottom-up or top-down
  • Radically transformational
  • Involves discovery of new goals

16
17
Language teachers perspective
  • Integration of
  • Classroom and lab-based learning
  • In-class and out-of-class work
  • Offline and online elements of course
  • CALL and the curriculum
  • Fixed vs. flexible curriculum
  • The middle path
  • Student learning on their own

17
18
Language learners perspective
  • Learner perceptions
  • Continuity across the curriculum
  • Specialist knowledge required for different
    learning purposes or courses
  • Horizontal integration
  • Know students technical background
  • Provide appropriate technologies and training
  • Use generic application programs creatively

18
19
Institutionwide perspective
  • Vertical integration
  • Local and wider environment
  • Institution policies, resources, and support
  • Infrastructure integration (Barr Gillespie
    2003)
  • Design constraints
  • Local, domain-specific needs
  • University-wide LMS systems vs. authoring tools
  • User needs, abilities and expectations

19
20
A focus on the learner
  • HCI approaches to design
  • The system is more than the software
  • Need to consider users and the wider environment
  • User-centered approach (Hemard 2003)
  • Define design or problem space
  • Collect data to identify user needs and goals
  • Build conceptual and mental models using HCI
    methods for understanding user requirements
  • Make specific design decisions

20
21
A focus on the learner
  • Be sensible to
  • Individual learner characteristics
  • The learning context
  • Involve users in the design process

21
22
Guidelines for designers
  • Know existing CALL materials
  • Know your technology infrastructure
  • Know your audience
  • Know your development tools
  • Know ways of approaching design problems
  • Refine project goals and the design space
  • Link theoretical elements with design features
  • Test and evaluate be creative

22
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