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The Internet offers a wealth of information and unlimited resources that teachers can use in order to expose students to authentic language use. Exposure, however, is not enough to trigger language acquisition. Students need to be involved in tasks that integrate the use of computers and enhance language acquisition. This paper outlines an instructional system designed to guide English as a Second Language (ESL) students through their exploration of the Internet and carry out projects that will ultimately help them improve their reading and writing skills and enrich their vocabulary. Through this instructional system the benefits of using the Internet for ESL purposes with different types of students in different educational environments can be maximised.
This article is not intended to be either an exposition of a theory of software design or an author's review of his own software. It presents a set of reflections on pedagogical, linguistic and design considerations that emerged in the process of producing a real, innovative and classroomfriendly piece of CALL software within the limitations imposed by a HyperCard environment and by the desire to create something that could be readily transported on floppy disk and would run on virutally anyone's Macintosh.
The role of the conceptual dictionary in CALL to enable both active learning and passive referencing is becoming well-established. The motivation for this work comes from the analysis of an existing conceptual dictionary that, whilst exhibiting many strengths, proved difficult to extend with multimedia capabilities. The focus of this paper is the design and development of a conceptual dictionary, incorporating a multimedia framework, by making use of established techniques from software engineering and computer science. The analysis, data design and interface design for the new system are discussed. A prototype system has been developed using Delphi and Paradox running on Windows 95.
Tandem language learning is based on a partnership between two people, each of whom is learning the other's language. Successful tandem partnerships observe the principle of reciprocity (“tandem learners support one another equally’) and the principle of learner autonomy (“tandem partners are responsible for their own learning”) (Little and Brammerts 1996: 1 Off.). This paper begins by exploring some of the theoretical implications of tandem language learning in general and tandem language learning via e-mail in particular. It then reports on the pilot phase of an e-mail tandem project involving Irish university students learning German and German university students learning English.
This paper looks at a variety of CALL systems on offer to the learner of Japanese. Systems developed in America and the UK as well as in Japan are reviewed, with particular focus on systems to help the learner read Japanese. Comparisons are made with conventional leaching methods. From this a summary is produced of how computers are currently used to help the learner read Japanese.
Computer Assisted Language Learning (CALL) addresses the specific needs of second language learners and tutors in computer-based learning and training environments. While traditional CALL applications were mainly focused on narrowly defined and isolated solutions for vocabulary training, text manipulation, dialogue practice and grammar exercises, recent developments in multimedia telematics, involving the integration of multimedia processing and distance communication, have significantly increased the potential of computer technologies for the purposes of language learning and training.
RECALL1: individual language tutoring through intelligent error diagnosis
RECALL aims at providing intelligent error feedback to learners' input in a role-play scenario. This is achieved by integrating three intelligent modules into into system: a Diagnosis Module which analyses the learners' input, a Learner Module which reocrds errors made by the learner, and a Tutoring Module which provides exercises and offers feedback. In this paper the functionality of the RECALL system is described and the approach to error classification as well as the actual implementation of this approach is discussed. A pedagogical perspective on the navigational and teaching capabilities of RECALL are considered.
The purpose of this study was to investigate the application of a computer mediated curriculum in the instruction of advanced written academic communication skills in a non-immersion situation. While previous studies have focused upon collaborative writing within a computer networked environment (Gregor & Cuskelfy 1994), the use of computer-tutorial programs (Warschauer, Turbee & Roberts 1996), or the additive effects of supplemental computer-based instruction (Chun 1994), the present study dealt with the implementation of a fully computer based EFL writing curriculum through the use of authentic electronic computer programs. The following research questions were posed at the outset of the study:
1. To what extent does the use of authentic tools, tasks and environment encourage communicative competence in the computer networked EFL academic writing classroom?
2. What is the effect of computer mediated instruction on teacher-student interaction, collaborative learning, and students' attitudes and motivation?
3. What are the benefits gained from a computer-assisted portfolio assessment?
The investigation design consisted of an experimental group which studied exclusively in the computerised lab and a control group which was taught in a regular classroom according to conventional teaching methods. Data collecting instruments comprised background and attitude questionnaires, on-site observations, informal interviews, and systematic evaluation and assessment. Findings indicate that authentic tools, tasks and environment are a strong motivating factor. While the compter-nelworked environment enhanced the teacher-student interaction, it diminished peer collaboration. Computer-assisted portfolio assessment appears to be advantageous to both the instructor and students.
Teleological modeling is fundamental to understanding and explaining many complex systems, especially engineered systems. Research on engineering design and problem solving has developed several ontologies for expressing teleology, for example, functional representation, function–behavior–structure, and structure–behavior–function (SBF). In this paper, we view SBF as a programming language. SBF models of engineering systems have been used in several computer programs for automated design and problem solving. The SBF language captures the expressive power of the earlier programs and provides a basis for interactive construction of SBF models. We provide a precise specification of the SBF language. We also describe an interactive model construction tool called SBFAuthor.