5 Diversity in environments
Introduction
The environments in which computers are used these days have changed dramatically compared with the early days of computer-assisted language learning (CALL), where learners were usually expected to complete stand-alone activities in a fixed computer room. These sometimes occurred under the supervision of a teacher, but they could also be undertaken in self-learning situations if required. Recent developments in technologies have meant that learners no longer need to be bound to the computer room, and CALL has undergone a major change in terms of location and time. This chapter looks at the range of CALL environments that have emerged with these new technologies, and divides these into four main categories; face-to-face environments, blended environments, distance environments, and virtual environments. This is followed by an example of a face-to-face environment, to show how even an environment that may be perceived as relatively simple at face value can involve a wide range of complexities. The chapter concludes with a discussion of how the affordances of various environments can play a large role in the way in which language learning that occurs within them takes place, and some suggestions for what must be kept in mind when deciding how technology fits into a language teaching and learning environment.
Overview and general issues
The term “environment” when it comes to CALL is extremely broad, and it includes not only the technological artifacts, but also, among other things, the curriculum, the classroom (or lack thereof), the learners and teachers, and the skills and backgrounds that they bring with them. There are many reasons why varied environments come into being. In some cases, teachers may feel that their learners lack sufficient experience to work with technology completely without teacher intervention and, as a result, they opt to set up a face-to-face environment where they can play an active role in overseeing learner output and identify any technological difficulties that may arise. In other cases, the teacher may wish to keep a large proportion of the class online, but blend in technology to carry out certain aspects of a course which, due to time constraints or specific affordances of the technology, mean that the teacher does not need to be present. There are still other cases where students cannot be physically present in the language classroom, and need to take the course in a distance learning environment. Finally, with new developments in technology, it is becoming possible for students to interact with other students or with native speakers through virtual environments, where participants can be virtually present in a classroom or other situation, irrelevant of their physical location. This section will look at each of these environments, outlining some of the features specific to each.
Face-to-face environments
In face-to-face environments, learners may interact directly with the computer individually, or work together in pairs or small groups at a single computer to orally discuss any information that they read from or input into the computer. When learners interact individually with the computer, much of what the learner does is controlled by the design of the software, and the teacher’s primary role is expected to be to oversee and provide support as necessary. Oral interaction would be likely be minimal, apart from what occurs between the teacher and the learner. If learners work at a single computer in small groups, they must interact with one another to achieve the set goals, while the teacher is still present to provide advice and support if required. There have been a small number of studies examining interactions between multiple learners using a computer in this way. One such example is by Jeon-Ellis et al. (Reference Jeon-Ellis, Debski and Wigglesworth2005), who investigated Australian students enrolled in a university French class. Students created websites on French culture in small groups using a single laptop computer per group. In her study, she showed that while students were engaged in collaborative dialogs in order to develop their linguistic skills, the social context of these interactions is mediated by personal relationships, preferences, and motivations which have the potential to be either conducive or a hindrance to the interactions.
In another study, Leahy (2004) examined advanced learners of German participating in a collaborative role-play project over a four-week period. The students were divided into five small groups where each group had a specific role: a British company, a German market research company, and three other research groups that provided information retrieved from the Internet and fed it to the British company, either on demand or of their own accord. The scenario of the role-play was that the British company was to launch a new product in Eastern Germany. Communication between each group took place only by email, whereas interactions within each group were carried out orally in front of the computer. She found that when learners communicated in their groups, they did not verbalize all information, but rather the screen itself became an integral part of the communication process to fill in any unspoken blanks. It is also important to ensure that learners are provided with sufficient support to navigate with the new context of the technology. This is illustrated by Meskill (Reference Meskill2005), who found that young children learning English as a second language working on computers in small groups benefitted from scaffolding that involved both the language and the technology.
Using CALL in a face-to-face environment is quite complex, dependent upon the learners, the technology, the task or activities, and, of course, the teacher. Learner differences play an important role in many aspects regarding technology (see, for example, Chapter 2; Raby, Reference Raby, Egbert and Petrie2005), and this would be expected to carry over to face-to-face CALL environments as well. This type of environment makes it possible to look first-hand at how learners interact with one another and the technology. In computer-mediated communication (CMC) interactions – particularly of a textual nature – we are only left with the final product as the only clues into the process that took place to bring about this product. In a face-to-face environment where the teacher is present, it is possible to observe the interactions that occur, and to judge from learner behavior when assistance is necessary.
Blended environments
This is an area that has attracted a great deal of attention in recent years, but a clear definition of to what it refers has remained elusive. It is generally used to describe an environment in which technology is used as a part of the curriculum in conjunction with face-to-face activities, but there is a large degree of variation in how the role of technology is described. The Sloan Consortium has advocated very specific figures dictating the degree to which technology should be incorporated into a course in order to be considered as a blended environment (sometimes known as a hybrid environment). It suggests that courses are considered as being traditional if there is no online content used whatsoever, web-facilitated if technology comprises 1 to 29 percent of the course content delivery, blended if technology makes up 30 to 79 percent of the course content delivery, typically with both online discussions and face-to-face meetings, and online if technology is used for more than 80 percent of the course delivery, typically with no face-to-face meetings (Allen et al., Reference Allen, Seaman and Garrett2007). While this distinction is theoretically useful, it does not appear to be heavily supported in the literature, with the general consensus appearing to be that when technological and face-to-face aspects appear within a single learning environment it is called blended, with little if any restrictions on the amount or the way that technology is used. Garrison and Vaughan, for instance, refer to blended learning as having as its foundation “face-to-face oral communication and online written communication [that] are optimally integrated such that the strengths of each are blended into a unique learning experience congruent with the context and intended educational purpose” (Reference Garrison and Vaughan2008, p. 5). They argue that blended learning should not be an addition to a course but rather represent a restructuring of the course such that both face-to-face and online elements interweave with one another to provide a better outcome than could be achieved through using only one element or the other.
In contrast to this, in lieu of a definition, Littlejohn and Pegler (Reference Littlejohn and Pegler2007) provide a wide range of examples of what they term as constituting blended learning, the list including tablet personal computers (PCs) with wireless connections to take and share notes in class, text messaging to receive course updates while on the move, and learning management systems, to name a few. These examples reflect a far more liberal view of blended learning than the description provided by Garrison and Vaughan (Reference Garrison and Vaughan2008) above, in that in many cases the technology does not necessarily constitute a central and integral part of the course in which it is used, but rather, although readily accessible, can play a relatively peripheral role instead. This more liberal definition also appears to be closer to how a blended environment is viewed in literature pertaining to language learning. Sharma and Barrett (Reference Sharma and Barrett2007, p. 7), for example, describe blended environments as “a language course which combines a face-to-face (F2F) classroom component with an appropriate use of technology,” involving technologies ranging from the Internet and CMC technologies through to CD-ROMs and interactive whiteboards. In the majority of cases where the term “blended” is used in the CALL literature, very little attention is actually given to what blended learning is beyond being a mixture of both online and offline elements within a single course or program. This has resulted in a rather vague perception of what blended learning is, and in essence any environment where technology has been used in some way within a predominantly face-to-face context has come to be termed as blended, which does not seem to be in line with the original concept when it was first conceived.
How, then, can we define blended learning in CALL? Defining it in terms of percentages such as those prescribed by the Sloan Consortium does not seem to take into consideration the complexities involved in distinguishing between online and face-to-face elements. For example, if students use mobile devices to access content during face-to-face classes, does this constitute online or face-to-face? Similarly, Garrison and Vaughan’s (Reference Garrison and Vaughan2008) assertion that online communication must be written is also problematic in that it excludes online content that could be provided in video or audio form, yet may still play a central role in the overall structure of the course. When considering the developments of mobile technologies where the line between face-to-face and online has the potential to become blurred, it is perhaps advisable to take a more liberal view of defining blended learning without placing overly restrictive boundaries. In saying this, however, as Garrison and Vaughan rightly point out, the technological aspects in a blended environment should be integral to the overall goals of the curriculum, and technology should be incorporated such that it capitalizes upon the strengths of both the technological and the face-to-face elements.
Blended learning should not only be limited to course delivery, but also include the full range of activities that one would expect to take place in a language learning class, including note-taking, communication with teachers and other students, and in-class and out-of-class activities. Within this broader definition, it becomes clear that there are various ways in which technology may be blended into the learning environment. The first of these is at a task or activity level, which is where a task or activity in a class may be completed using technology, whereas other tasks or activities within the same class do not require technology. This may occur either during class time (e.g. Bloch, Reference Bloch2007) or out of class, using computers (e.g. Yates, Reference Yates2008), mobile phones (e.g. Kennedy and Levy, Reference Kennedy and Levy2008), or a combination of the two (e.g. Stockwell, Reference Stockwell2008). Secondly, it may occur at the class level, where one or more classes may be dedicated primarily to using technology on a regular basis as a part of the overall syllabus for the subject (e.g. Lin and Chiu, Reference Lin and Chiu2009). Finally, it may be blended at the subject level where one subject out of a list of subjects that learners are required to take in a curriculum is carried out using technology for all or part of each class with technology not being used (or used very minimally) in other subjects (e.g. Nozawa, Reference Nozawa, Yoshida, Matsuda, Uemura and Nozawa2008). It is also feasible, of course, for blended learning to occur in any combination of these three ways.
It is important to note that the complexities in designing a blended learning environment should not be underestimated. While technology may be central at times, it may indeed have a more peripheral role at others, but this is not to understate the importance that it should have in achieving the learner goals. As we enter an era where technology is something considered as natural for many learners to have with them or around them at almost all times, serious consideration needs to be given on how the language learning environment in its entirety can best capitalize on this technology such that it supplements, complements, and enhances face-to-face elements.
Distance learning environments
The development of new technologies has dramatically changed the face of language learning through distance education. While once distance education entailed the sending of teaching materials and cassettes to learners with very little opportunity for oral interaction, this has evolved with the Internet’s capability to include multimedia and multimodality (see Chapter 7 for a discussion of modality). The affordances of technologies used in distance learning (i.e. what can be achieved as a result of using these technologies; see Chapter 1) has opened up a range of possibilities that were not possible before this time. Web 2.0, which facilitates communication and collaboration between users (see Chapter 6; Thomas, Reference Thomas2009), has made formats of interaction and instruction possible in distance learning that previously could not be achieved with the affordances of earlier technologies.
The very nature of teaching languages in distance education using technology has become the focus of a number of studies (e.g. Son, Reference Son2002; Doughty and Long, Reference Doughty and Long2003), which is a clear indication of the importance that has come to be placed on it. Distance environments will generally rely on a system that operates as the foundation for the delivery of course content, facilitating of interactions between learners and the teacher, administration and grading of assessment, and so forth. In most cases, this takes the form of a learning management system (LMS), which may be commercially produced, such as WebCT (Möllering, Reference Möllering2000) or developed in-house, such as Lyceum (e.g. Rosell-Aguilar, Reference Rosell-Aguilar2007a). These individual systems vary quite significantly in their capabilities, and this will obviously have an effect on what content can be provided and how teachers and learners interact. Systems that inherently include components that facilitate audio or video communication are very limited, with one such exception being Lyceum which was developed by the Open University (see Hampel and Hauck, Reference Hampel and Hauck2004). In other cases, teachers must rely on software outside of the system itself, such as NetMeeting (Wang, Reference Wang2004).
There are several challenges associated with distance learning through technology. First and foremost, and this is relevant to any distance learning environment regardless of whether technology is used or not, it is difficult to sustain learners’ positive attitudes and motivation, and maintain high levels of interaction in the face of limited personal contact (Strambi and Bouvet, Reference Strambi and Bouvet2003). Obviously, where there is little or no actual direct contact between teachers and learners, it is difficult for teachers to have a clear image of the motivation levels and individual needs of learners, which would be thought to lead to a drop in motivation. As Sampson (Reference Sampson2003) points out, learners feel the need for sufficient and timely feedback, and it is possible that they will view a program poorly if they do not receive feedback as they expect.
There are also potential difficulties that may be encountered by learners who are less competent with using technology. It is difficult to provide assistance if learners experience technical problems when they are located remotely. If learners are particularly challenged with technology, then it may be difficult for them to explain exactly what the problem is, let alone find a solution for it, so suitable support from experienced staff is essential in overcoming this. This problem can be magnified if different software is necessary to achieve different goals within the learning environment. In addition, much of the learning that occurs at a distance does so asynchronously. This may be as a result of different time zones or just because learners have commitments which prevent them from being online for synchronous online discussions such as those used by Hampel and Hauck (Reference Hampel and Hauck2004) and by Wang (Reference Wang2004). When there is a speaking element in the course but learners cannot be online at the same time, there is a need to consider other alternatives of an asynchronous nature through tools such as voice email (Volle, Reference Volle2005), where learners can record their voice and send it by email at a time that is convenient to them.
Social networking environments
Blogs and wikis
It may seem unusual to include blogs and wikis in a section on social networking, but if we consider the nature of each of these tools, we can see that they are, in many ways, forerunners to the social networking sites that are in extensive use today. Weblogs, or blogs as they are more commonly known, are popular cyber arenas for self-expression. In essence, a blog is a personal online journal which can be set up and maintained with little technical expertise, and which can include pictures and videos along with textual entries. Blogs also make it possible for other people to post comments regarding what has been written by the owner of the blog or people who posted comments earlier. In this sense, blogs have typically been used by family, friends, and people who share similar ideas or hobbies to interact with one another, thus creating a kind of de facto network. It is interesting to note that most of the major networking sites in use today still incorporate blogs within their functionality; however, it is possible to control who is able to see the content and who can comment on it. In language learning environments, one of the most commonly cited benefits of blogs is that they provide an authentic audience to learners when they write in the target language, where their writing can be read by a wider audience rather than just the teacher for assessment purposes. There have been a number of studies carried out on blogs, incorporating tasks that enable learners to study and write about the target culture where feedback is provided by peers (Dippold, Reference Dippold2009) or by native speakers of the target culture (Lee, Reference Lee2009). Reactions from learners regarding publicizing their blogs have been varied, with some learners opting to keep their blogs private between themselves and the teacher (Murray and Hourigan, Reference Murray and Hourigan2008), and others welcoming feedback from the wider community, even when it was less than positive (e.g. Pinkman, Reference Pinkman2005).
Wikis are very different in nature from blogs, in that they are used predominantly for collaboratively composing online documents rather than as a journal. One key point of a wiki is that, externally, at the very least, it is difficult to know who contributed to what part of a document as any person who has editing rights can add to, delete, or alter any information which is contained within it. Records are kept of changes and it is generally possible to “roll back” to a previous version should editing be carried out that is not appropriate or desired. Perhaps the best known example of a wiki is Wikipedia, the online wiki-based encyclopedia. Information is provided by people all around the world in an essentially anonymous manner (although it is possible to check contributors’ handle names) to create a massive reference resource. The anonymous collaborative nature of wikis makes it an attractive tool to use in language learning environments as well (Lund, Reference Lund2008; Yates, Reference Yates2008), but there is still surprisingly little written about using wikis in this capacity. Work that has been done has focused on the wiki’s appropriateness as a tool for learners to work together to create shared documents (e.g. Kessler, Reference Kessler2009) and participants’ editorial behavior in composing a document through a wiki (Kessler and Bikowski, 2010). Feedback regarding using wikis by learners has been mixed. While some learners claim that they feel encouraged by the fact that someone can come back and correct what they have written so that they can focus more on content than on linguistic aspects, others have been more negative with respect to having entries changed or deleted by others even though it was correct (Lund, Reference Lund2008) and not feeling comfortable in correcting their peers’ writing (Lee, Reference Lee2010).
Social networking sites
Social networking systems (SNSs) like Facebook, MySpace, and Twitter have rapidly gained in popularity since their emergence in 2005. Social networking sites are potentially useful for language learning, where learners can choose with whom they interact by viewing their profiles, and then discuss common topics of interest or share photographs or videos with them. In this way, learners can, to a degree, tailor the input that they receive, making it more relevant to their individual needs. One example of investigating SNSs for language learning is by Pasfield-Neofitou (Reference Pasfield-Neofitou2010), who examined learners of Japanese in their spontaneous personal use of CMC with native speakers. In her study, she found that email still remained by far the most commonly used method of interacting with one another, although a small number of the participants also used Facebook. The Japanese social networking site Mixi, however, was the most commonly used site, undoubtedly due to the fact that the learners were interacting with Japanese native speakers and that the site is well established in Japan. MySpace was hardly used by the participants in the study, but in the case of both Facebook and Mixi, participants sent messages as an alternative to using email, as well as posting photographs and videos. Twitter differs from Facebook and MySpace in that it is intended for sending very short postings and, as Mork (Reference Mork2009) describes, this makes it convenient for sending out small pieces of information either to individual students or to the class, without fear of filling up their mailboxes.
One form of social networking, social bookmarking websites, can be used as a hub for sharing information and opinions. Registered users are able to save links to articles on their personal page, which can be shared by others, and in much the same way as social networking websites, approved visitors can leave notes and comments under each bookmark. In a study investigating the use of social bookmarking sites for language learning, Prichard (Reference Prichard2010) used a site called Diigo in an English as a foreign language (EFL) reading class at a university in Japan. The students were asked to read two or more articles they or their classmates found on the Internet every week, add a tag to each article (e.g. sports, health, etc.) and write a short summary and reaction on the social bookmarking site. Other students added extra comments on the bookmarked articles and decided whether they liked the article or not by clicking on the “like” button. In this way, learners were able to share information that they found interesting with one another and read articles that received favorable reviews from other students. It is perhaps this point that is one of the advantages of social networking, where learners have the ability to be selective in the input that they receive in terms of both the areas of interest and with whom they choose to interact.
Virtual environments and online games
Virtual environments
Virtual environments for language learning have developed quite dramatically over the past several years. From the early 1990s, multi-user domain object oriented (MOOs) have been used in education due to their potential for learning, teaching, and training (Mateas and Lewis, Reference Mateas and Lewis1996; Shield, Reference Shield and Felix2003; see Chapter 7). Early MOOs were entirely text-based, and a number of MOOs for language learning purposes were developed, such as SchMOOze University for English learners and LeMOOFrançaise for learners of French. Although these text-based MOOs did receive attention for some time from the mid-1990s, they have all but been replaced by graphic MOOs (now more generally referred to as multi-user virtual environments, or MUVEs), through which users can navigate using an avatar of their choice as their self-manifestation. While most of the currently available virtual environments were developed as a means of social networking rather than for learning purposes, using avatars as these environments does make it possible to maintain anonymity, enabling learners to take risks in communication that they may be less willing to take if their actual identity is known. This means that learners can feel more comfortable about using the target language and thus potentially increases opportunities to communicate.
There are currently two major MUVEs which have been used in second language learning; Active Worlds and Second Life. Active Worlds allows its users to create 3D virtual worlds where they can communicate with each other through text-based chat (Toyoda and Harrison, Reference Toyoda and Harrison2002) although it was later equipped with a real-time voice communication component (Peterson, Reference Peterson2008). Second Life resembles Active Worlds in that it is also a 3D world that can be explored and manipulated by the participants, and contains both text and voice chat. Second Life allows users to also play recordings and slide shows and to teleport to other places or worlds at will (Stevens, Reference Stevens2006). There are examples of both of these environments being used for language learning purposes. Svensson (Reference Svensson and Felix2003), for instance, used Active Worlds to provide learners with an environment where they could perform presentations in front of other students in a virtual classroom, whereas Toyoda and Harrison (Reference Toyoda and Harrison2002) created an online virtual university campus using Active Worlds for Japanese learners to communicate with native speakers of Japanese. Although it was viewed positively by the learners, Toyoda and Harrison found that while actions such as waving, dancing, and fighting were possible in the environment, the program did not allow users to control their avatars to behave in culturally appropriate ways within the context of the target culture (i.e. bowing). Despite communication taking place entirely through text chat, they found that there were multiple instances of negotiation of meaning observed in the interactions as learners carried out conversations with participants in the environment.
With the gradual decline in popularity of Active Worlds (Stevens, Reference Stevens2006), Second Life seems to be taking over the role that it once played, and research on this MUVE is also starting to appear. In one such example, Peterson (Reference Peterson2010a) used Second Life in much the same way that Toyoda and Harrison used Active Worlds above, with the learners communicating via text chat in an online virtual university, noting that the interactions were largely learner-centered rather than being led by the teacher. In another study, Deutschmann et al. (Reference Deutschmann, Panichi and Molka-Danielsen2009) examined Second Life to determine how learners viewed the virtual environment for learning purposes and whether it could contribute to increased participation. In contrast to the text chat used in the previous examples, learners communicated using real-time voice chat, and while there were technical difficulties in early communication, learners appeared to become gradually more comfortable over time. Some notable results from the study included that many learners felt more comfortable hiding behind their avatar, but that role-play activities learners engaged in relatively easily in a face-to-face environment did not translate as well as expected in the virtual environment, with the technology acting as a hindrance to communication as learners struggled with how to work out the interface. It should also be noted that technical difficulties were cited in the early stages of each of the studies. Both the studies by Deutschmann et al. (Reference Deutschmann, Panichi and Molka-Danielsen2009) and Toyoda and Harrison (Reference Toyoda and Harrison2002) indicated that learners did not manipulate their avatars very much, and focused their concentration on engaging in the communication rather than on the avatars. Thus, it may be possible to conclude from this that if the technology is overly complicated, it has the potential to detract from the objectives at hand rather than facilitating them.
It is important to note that in virtual worlds the outcomes depend on the participants. This means that, as in any offline environment, there is a need for teachers to have concrete objectives in mind, and to make these objectives clear to the learners. Failure to do this could result in a similar situation as to what would happen in an uncontrolled face-to-face environment (with or without technology) where learners may start engaging in activities that are not relevant to their language learning purposes. In a virtual environment, however, unless there are controls in place to prevent outside interruption, the learners can very easily be distracted by other non-learner participants or even simply teleport away to other distant virtual places.
Online games
In much the same way as Active Worlds and Second Life, online games allow learners to experience the target language in a virtual environment, either individually or with other players. In single-player games, learners interact with characters that appear in the game in order to carry out certain activities, whereas massively multiplayer online role-playing games (MMORPGs) allow participants of games to communicate with each other online through text or voice, depending on game consoles and games. In either case, the outcomes of the games are, however, decided by the game, not by the participants. This is an area still very much in its infancy, but there have been a small number of researchers who have explored the possibilities of using online games as a second language (L2) learning tool.
For example, Purushotma (Reference Purushotma2005) examined affordances of a single-player simulation game called The Sims as a language learning tool, and noted that the three-dimensional (3D) environments provided in the game were similar to what tertiary-level foreign language learners would learn in their classes. By using a foreign language version of The Sims, learners were able to simulate their virtual life in the L2 with the assistance of first language (L1) annotations. Language acquisition may also be possible using simulations, as suggested by Ranalli (Reference Ranalli2008), who found that learners exhibited gains in vocabulary as a result of using The Sims for studying English. In other gaming environments, Rankin et al. (Reference Rankin, Gold and Gooch2006a, Reference Rankin, Gold and Gooch2006b) studied Ever Quest II for its capabilities of providing L2 learning opportunities. Rankin et al. (Reference Rankin, Gold and Gooch2006a) argue that MMORPGs support situated learning to provide immersive learning environments that promote deep and conceptual knowledge of a particular domain. They also claim that MMORPGs provide opportunities to L2 learners to engage in authentic social interaction among native and non-native players. In a pilot study by Rankin et al. (Reference Rankin, Gold and Gooch2006b) using MMORPGs for language learning, four ESL students played Ever Quest II for four hours a week for four weeks. Like Second Life, learners chose their avatars from a range of races, professions, and classes to complete sixty levels of quests. Players could interact with characters in the game to receive information for completing quests. The students took the part of playing characters (PCs), which were actively involved in the quest, and interacted with non-playing characters (NPCs), which gave directions and provided information but were not involved in the quest. The results indicated all four participants were able to identify 35 percent or more words that appeared only once in the interactions with the NPCs, and 55 percent of the words that appeared more than five times. However, the lower-level students struggled more to adapt to the virtual environment as they needed more support to navigate through the game and comprehend the information on the screen. A detailed overview of the potential of MMORPGs in language learning has been provided by Peterson (Reference Peterson2010b).
In both cases above, participants were not required to engage in physical activity in the games, except for a minimal amount of actions such as clicking on objects on a screen with a mouse or typing with a keyboard. The Nintendo Wii game console has had a large influence on the way game participants play virtual games. The Wii game console comes with a wireless game controller that allows the player’s avatar to move in the virtual environment of the games in approximately the same way one might move in the real world. This has implications for its use as an educational tool. Through an examination of the affordances of the Wii, Morgan et al. (Reference Morgan, Butler and Power2007) claim that the controller enables the manifestation of behaviorist learning theory, and as learners need to physically engage in the interaction sequences through actually moving their bodies to achieve the goals in the game, the tasks the learners are engaged in can be argued as being more authentic. Although learners can play virtual games individually, as with other interfaces, the multiplayer mode allows learners to work collaboratively.
Example
Using CALL in a face-to-face environment
As described above, the environments in which CALL can be used are extremely broad, making it impossible to give any kind of encompassing examples as to how CALL is used. As a result, just one example of how CALL may be used in a face-to-face environment has been given here. In the example below, learners interacted with native-speaking interlocutors through a bulletin board system (BBS), but at the same time they interacted with each other in the reading and drafting of the messages that they posted on the BBS during class time, meaning that there was both a face-to-face element and an online element.
Learning context
The learners were students in an Australian high school with little or no opportunity to interact in Japanese, so an arrangement was made with a high school in Japan so that they could engage in authentic interactions with Japanese native speakers of around their own age. There were twenty-five Australian and thirty-five Japanese students who engaged in posting messages to each other via the BBS in order to create a web page based on cultural issues pertaining to each other’s culture. Learners posted messages to the BBS collaboratively, meaning that there was interaction between the Australian and Japanese students through the computer, as well as face-to-face interactions that occurred between participants as they read and drafted the BBS postings for their interlocutors. Learners were required to work in small groups of three or four students at a single computer in order to read and post the messages to the BBS. The students used both English and Japanese to communicate with each other, by completing a few group tasks and one individual task each week. The language used for communication alternated each week. An element of tandem learning (Brammerts, Reference Brammerts and Warschauer1996; Calvert, Reference Calvert1992) and reciprocal teaching was also incorporated into this project where the Australian students were to learn Japanese from their Japanese partners, and the Japanese students were to learn English from the Australian students. In other words, they were set to teach each other, and learn from each other as native speakers of one language and learners of the other. The CALL classes were integrated at a class level in that one fifty-minute class per week (out of four classes per week) was dedicated to completing the CALL activities, although the CALL component was not included in their assessment. The Australian students were audio and video recorded in order to examine how they interacted with each other while engaged in the tasks. Interactions from the BBS exchanges were also collected, but were not used in the current study.
Activities completed by the learners
The topics of the tasks were carefully selected in advance of the interactions taking place by the teachers of both the Australian and Japanese schools and the researcher, to elicit the students’ interest in the target culture and language. The topics of the tasks were related to the issues that the Australian students covered in previous years, so that the students could actually use the vocabulary they had already learned during their classes in communication with the Japanese partners. This view of task arrangement is in line with Skourtou’s (Reference Skourtou2002) view of selecting activities for online communication that promote activation of students’ prior knowledge. Themes for the bulletin board discussions were decided by the researcher and the teachers, in both the Australian and Japanese schools. The themes, leisure and sport, shopping, famous people, festivals, and fashion, changed at approximately monthly intervals. The students were to ask at least one question every week to their counterparts, to sustain their interaction on the bulletin board (see Stockwell, Reference Stockwell2003). Towards the end of the project, each group of students was required to create a web page based on their bulletin board discussions. The design and content of the web pages were of their choice, but they needed to include what they had learned from their BBS discussions. The students were asked to choose one or more topics from the themes from their online discussions for web page production. The software for web page production was Macromedia Dreamweaver MX (currently called Adobe Dreamweaver) or Microsoft Word, both of which were already installed on the school computers for other subjects.
Observations
Students engaged in two different channels of communication for task completion: group interaction around computers, and written exchanges between the Australian and Japanese students. As the task involved composing and reading postings on the BBS with group members, one channel of communication was the oral interaction among group members as a process task completion, involving computers by forming a “triangular relationship” (Leahy, 2004, p. 133). This triangular relationship made it possible for the students to share thoughts and L2 knowledge, generating a flow of knowledge among students. The example below (Example 1) shows that two students are negotiating the correct spelling of the name of a Japanese athlete written in a L1 message by looking at the words shown on the computer screen.
Example (1)
[Text outcome in the L1] The Japanese sports person we know is ai sugiyama [sic].
(1) au4: Ai, Sugi, ya, ma?
(2) au22: Ah, a space between her first name and last name?
AU4 is typing a message in English regarding a Japanese tennis player, Ai Sugiyama (line 1). AU22 is providing the content of the message for AU4 to type. She notices and mentions that AU4 did not insert a space in between ai, the first name and sugiyama, the last name (line 2, also see the text outcome). Although the sentence is not free of error, even after the correction, because AU4 failed to capitalize the “A” and “S” in “ai sugiyama,” AU22 guided AU4 to write the Japanese athlete’s name more appropriately, by telling AU4 to insert a space between “ai” and “sugiyama.” The computer in this example allowed the students to share their output as they typed. Thus, the computer facilitated peer collaboration, revision, and negotiation on the message that appeared on the screen.
This environment also worked in favor of L2 instruction for the teacher, as the messages on computers served as “anchored referents” (Meskill, Reference Meskill2005), which were used while the teacher was helping students decoding L2 messages posted by the Japanese students and revising their own L2 messages. This face-to-face environment also contributed to producing oral L2 output, individually or together with group members, by reading aloud L2 messages, both composed by themselves and the Japanese partners, during a course of task completion. In the following example (Example 2), three students are reading a L2 message posted by their Japanese counterpart. Their teacher is trying to assist them with decoding the meaning of the text without giving them the translation of the message in focus.
Example (2)
[Received L2 message] ライゴン道でのパレードはいつですか?
[Phonetic] Raigon Dori deno pareedo wa itsu desu ka?
[Translation] When is the parade on Lygon Street?
(1) Teacher: Dori deno, pareedo wa, itsu desu ka? (On the street, when is the parade?)
(2) AU1: Have been? Itsu?
(3) Teacher: Itsu desu ka? Kurisumasu wa itsu desu ka? Tanjoobi wa itsu desu ka? (When is it? When is Christmas? When is your birthday?)
(4) AU1: Is it?
(5) Teacher: Itsu, when.
(6) AU2: Oh.
(7) AU3: Oh.
(8) Teacher: When is it? Itsu.
The teacher is reading a sentence on the computer screen aloud (line 1). AU1 asks if “itsu” is “have been” (line 2). The teacher provides a recast, by repeating the whole sentence, “itsu desu ka?” (line 3). Together with a recast, the teacher provides two different questions that include “itsu desu ka?” within the questions, to help AU1 work out the meaning of “itsu desu ka?” (line 3). AU1 still is not able to deduce the meaning from the examples provided, and asks if the question means “is it?” (line 4). The teacher reveals that “itsu” is “when” (line 5), and “itsu desu ka?” is “when is it?” (line 8). The teacher, therefore, used the recast to show it was “itsu desu ka?” that the students needed to understand, rather than “itsu” only. She highlighted the phrase, by giving the students a few examples of phrases that included “itsu desu ka?” to have them deduct the meaning of “itsu desu ka?” from the examples, without giving out the answer. After AU1 gave the teacher another erroneous answer (in line 4), she gave the students the correct answer, but only by telling them “itsu” meant “when,” still not giving out the translation of the entire phrase “itsu desu ka?” (line 5). The teacher was, probably, waiting for the students to translate the whole phrase by themselves; however, after the students’ interjections (lines 6 and 7) she provided the answer (line 8). In this example, the role of the computer screen is not visible. However, the students and the teacher are all looking at the screen to discuss the meaning of the message.
The computer screen served as a display of the L2 messages, a meeting point of the Australian and the Japanese students’ communication, and the source of learning new words and phrases with the help of their teacher. The following example (Example 3), however, shows a clear role of the computer. In this example, two students (AU10 and AU11) are composing a message in their L2 with some help from their teacher. AU10 is invisible in this conversation as she is participating in this activity by sitting next to AU11, looking at the screen, possibly thinking or observing.
[Text outcome in L2] 一番目になったうまです。
[Phonetic] Ichibanme ni natta uma desu.
[Translation] The horse became number one.
(1) Teacher: Ichibanme no uma. Ichiban, ichibanme no uma. (The first horse. The number one, first horse.)
(2) Teacher: Ichiban ni natta uma. Became number one. (The horse became number one. Became number one.)
(3) Teacher: Ichiban, me, ni narimashita. Natta, narimashita. (Number one, -st, became. Became, became.)
(4) AU11: Double T?
(5) Teacher: Natta uma desu. Yeah, that’s good. (Horse became. Yeah, that’s good.)
The teacher is reading a sentence written by the Australian students, shown on the computer screen (line 1). She then utters a new sentence “ichiban ni natta uma” followed by its translation (line 2). She goes on and tries different forms (line 3). AU11 is listening and typing, while the teacher is uttering different forms, and asks if the spelling for “natta” has double T (line 4). The teacher reads the sentence that AU11 composed on the screen, and assures that her writing is correct this time (line 5). This example is different from the oral recasts presented in the previous example, as the communication between the students and the teacher is exchanged through what was written on the computer screen. AU11 expressed her thoughts through the screen by ongoing typing, and the teacher provided recasts of the sentence that appeared on the screen as AU11 was typing. The teacher also appears to elucidate the correct form, by providing recasts and repeating a few different forms. However, the teacher’s speech seems to have worked as a guide for AU11, to come up with the correct form of the L2 sentence. In this example, the students and the teacher were sharing their thoughts by reading AU11’s ongoing typing on the screen, and by speaking out their thoughts. As the screen broadcast AU11’s real-time editing process, the participants of the conversation around this computer were able to share the cognitive process of the typist and the people who influenced the typist’s thought, which resulted in altering the message on the screen.
Implications
Considering affordances of an environment
It is clear that every environment brings with it a range of affordances (see Chapter 1 for a discussion), in terms of the technologies that are used, the amount of time that learners spend using the technologies, the way in which they interact with the technologies, and how the use of the technologies fits into the larger picture in terms of task, class, and curriculum. In the example listed above, the affordances of the environment, including the bulletin board system (BBS) and the physical arrangement of the computers, allowed interaction to take place between the Australian and Japanese learners, while at the same time the learners in Australia were able to interact with one another face-to-face, seeking assistance from the teacher as necessary. This provided opportunities for learners to interact in different modes: text-based communication through the BBS, and oral communication around the computer (see Chapter 7 for a discussion of modalities).
The example provided here shows the affordances that can occur as a result of a face-to-face environment, but other environments also lend to the affordances of the technologies that are being used. The technology itself will have a lesser or greater effect on what can be done depending on in which environment it is used. Technology is central in distance learning, hence concern must be given to the affordances of the technologies as they will largely determine what can and cannot be taught through this environment. In social networking environments, while the technology allows learners to make information available not only to their classmates and the teacher, it can also be used to interact with the wider community. The technology of both virtual environments and online games provides a means through which learners can interact not only with real people through their avatars, but also with virtual people and objects. In addition, depending on the software, learners can have the option of communicating through text, audio, or a combination of the two. A blended environment, however, combines both CALL and non-CALL aspects, meaning that consideration needs to be given to the CALL element so that it capitalizes upon the non-CALL ones (c.f. Leakey and Ranchoux, Reference Leakey and Ranchoux2006). Thus, while technologies bring with them certain affordances, the environment itself will determine the degree to which these technological affordances are applicable.
Language learning in various environments
From the discussion above, it is possible to see that each environment will bring with it varying affordances that vary significantly depending on the technology that is used, the background and experience of the learners, the objectives of the curriculum, subject, class, or task, the experience and teaching philosophy of the teacher, and the physical environment. As Felix (Reference Felix and Felix2003) points out, regardless of what technology is used, it is important to keep sight on the pedagogical goals. Egbert et al. (Reference Egbert, Chao, Hanson-Smith, Egbert and Hanson-Smith1999, p. 4) suggest that for language learning, ideally learners must have opportunities to interact and negotiate meaning, interact with the target language with an authentic audience, be involved in authentic tasks, be exposed to and encouraged to produce varied and creative language, have enough time and feedback, be guided to attend mindfully to the learning process, work in an atmosphere with an ideal stress/anxiety level, and have their autonomy supported.
While these may not necessarily have the same weighting in all teaching and learning situations, they do form a guideline for identifying the essential needs of the learner. The affordances of some environments mean that these may not necessarily be as easy to achieve as other environments, hence time and attention must be given to how they may be provided. It is also important to note here that when technology is involved, that an extra key factor must come into play, that being how to support the learner in the language learning process. This will obviously be completely different, depending on the affordances of the environment. In face-to-face environments, the support may be provided by the teacher or other staff who are present where the technology is located, and can immediately respond to learner questions and problems, as was the case in the example cited above. There is much greater variation in a blended environment, however, as it will depend greatly on the technology and the amount of contact between teachers and learners. Considering that a lack of support has been cited as the major reason why learners drop out of a blended language learning class (see Stracke, Reference Stracke2007), it is important to put in place sufficient procedures to ensure that learners’ problems are addressed within a reasonable timeframe. Providing sufficient support in distance environments is probably the most difficult, as there is generally less contact between the teachers and the learners. In this case, support needs to be provided such that learners do not feel abandoned, and at the same time can be offered regardless of differences in time and place. Finally, as research has shown, virtual environments are the most prone to difficulties in the early stages, particularly when new technologies are being introduced. Providing training to make sure that learners are sufficiently familiar with the technology that they are using, and incorporating this training on an ongoing basis (see Chapter 3), can help learners work their way along the learning curve in a more efficient and stable manner.
Conclusion
Technology does not inherently facilitate language learning (Doughty and Long, Reference Doughty and Long2003), but rather, it is how technology is used that dictates whether or not language learning occurs through its use. The learning environment guides how the affordances of technologies can be capitalized upon and thus what can be achieved using technology. CALL environments have evolved dramatically as a direct result of advances in technology, and it is likely that technologies will continue to develop, producing even more diversity in environments. Regardless of the type of environment in which CALL is used, however, there are certain principles that must be kept in mind, which relate to the importance of knowing the technology, the learners, and the educational goals, and finding a balance between these with regard to the constraints of the particular environment.