I love my Country
The study is the extension of Huang (1997). As a result, the aim of this study tends to explore how students adjust themselves in learning English with the aid of multimedia computers and the interaction between students and multimedia computers. The literature of past research in the Communicative Language Teaching Approach and computer-assisted language learning usually look into the topics in their own domain. The research combining the two fields is not common so far, which makes this study important.
This study would like to address three questions. First, what are the similarities and differences of language teaching and learning between a traditional classroom and a multimedia language lab under the communicative framework? Second, are there any changes in the roles of teachers and students when they are in a different teaching environment from traditional classroom? Third, what are the implications of the Communicative Language Teaching Approach (CLT approach hereafter) in a multimedia computer language lab in teaching?
To combine the CLT approach with a framework of computer-assisted language learning, computer simulation seems to be the best strategy to fit both. Huang (1997) categorized computer simulations into two types: instruction-oriented and fun-oriented. Their categorization depends on their primary purpose, the nature of computer-human interaction, and the amount of control (see table below).
Primary purpose | Computer-human interaction | User control | |
---|---|---|---|
Instruction-oriented | Teaching & learning | Unbalanced | Limited |
Fun-oriented | Motivational & entertaining | Balanced | Multiple |
The primary purpose is remarkably significant as it will determine the nature of the computer simulations. The instruction-oriented computer simulation aims at teaching or helping people learn. Consequently, the primary purpose of this type of computer simulation will be giving instructions and placing the responsibility of learning on the users for most of the time and constantly monitoring them to see whether they have successfully achieved the goal. Moreover, the nature of computer-human interaction is not balanced. Users receive instructions passively, then respond, and wait further instructions. The computer becomes dominant in the interaction. Subsequently, the user's choice during the interaction is rather limited. Users do not have much choice since all available choices are predetermined. The outcome of the user's move becomes predictable. The user's limited control over the computer is partly due to the fact that users in an instruction-oriented simulation are expected to accomplish a pre-set goal in learning. The simulation guides users in a certain direction. Therefore, the user's choices are restricted by simulation's primary purpose.
Take the famous Living Books series (Broderbund) for example. Users can click on a paragraph and the text will be read out loud. When users click on any objects in the background, the object will move accompanied by sound effects. Users can continue clicking as often as they like, but the one-click-one-move interaction remains the same.
On the contrary, the primary purpose of fun-oriented simulations is to be both motivational and entertaining. Instruction in a particular subject is not the primary concern in fun-oriented simulations. This type of computer simulation tends to motivate users to get interested in the simulation itself. Entertainment is the goal. As a result, both user and computer share equal opportunities to receive instructions from and respond to each other. Furthermore, the user has multiple choice for taking control. Fewer restrictions are imposed. The user's move could lead to another multiplicity of choices and the prompting of an unexpected response from the computer.
However, the two categories of computer simulations are not mutually exclusive of each other. Rather, they would be better regarded as the two ends of a continuum. All computer simulation activities fall somewhere in between. In other words, it is very possible that a computer simulation possesses both instruction-oriented and fun-oriented features.
All of the students graduated from junior high school. They had completed 4 years of English study (3 years in junior high school, one year at Fooyin). Also, students were familiar with the basic operation of computers such as saving and retrieving files because they took a required computer introductory course at the first year and meanwhile were taking a required word processing course.
The multimedia lab shares some features with the traditional audio-lingual language lab. The teacher can broadcast the teaching materials by playing audio tapes, video-tapes, or CDs. Students practice with each other in pairs by themselves. The instructor assigns a pair of students as the model group.
The multimedia lab has some features that traditional language lab cannot compete. First, a traditional language lab does not have the function of video on demand. Students can choose an English teaching program they are interested in and learn on their pace of learning. The English learning program will just serve the student's desired goal of learning. In one sense, students easily get the individual attention from the computer. Second, the function of a multimedia lab is multiple. It can not only assume the role of a traditional language lab, but also offer teachers more powerful teaching tools with the aid of modern computer technology.
To be more specific, each session consisted of five stages. First, the teacher oriented students to the basic operation of computers again. Then, the teacher needed to present the simulation software. Second, after students learned how to play SimTown, they must build their own simulation town. Students were required to build the town in collaboration with the partner. They played the role of mayor of the simulated town. At this stage, students merely enjoyed the fun of playing. What they did not know was that they were establishing their own computer simulation environment for language learning. They were allowed to build the city in whichever way they desired. Third, after students finished building their city, the city itself then became the simulation world as students' learning materials. Students were required to practice an assigned topic. Fourth, students presented their simulated town to the class based on the assigned topic. The presentation was oral and in English. The student presentations could be given either individually or in groups. This presentation stage includes two parts: presentation and interaction. In addition to the presentation itself, the other class members might ask questions. It usually took place in a multimedia lab because each group simulation town would be broadcast to every student monitor screen.
Before leaving this section, it stands to reason that a short introduction of the computer simulation software employed in this study is necessary. SimTown is a computer simulation program created by Maxis/Electronic Arts. It is designed for children at the age of 3 to 10. As a result, it happens to be very suitable for EFL students at the intermediate level for the following reasons. First, the layout and graphic design are very appealing to students. They will not easily feel bored and keep being interested in the software. Second, the vocabulary in the software is easy to understand. Since the software is about a town, it provides several name list of trees, houses, buildings and the like. Students will increase their vocabulary by playing the software. Third, unlike SimCity, SimTown's counterpart for adults, every creature in this software has its name and personal information such as favorite food and sports. The player can even create his own character and track the character location in the town. It adds more realism to the software.
The challenge of this simulation is that the player must build a town from scratch and then manage it. The town will become a ghost town if it is poorly managed. The computer simulation computes every decision the player makes. The computer simulation will respond to every move the player makes.
The study presents two types of communication in the multimedia lab from the perspective of the CLT teaching. First, the CLT teaching in the multimedia lab presents a large impact on the student-teacher communication. The student-teacher communication seemed to be blocked to some extent by the layout of the multimedia lab. Physically, the multimedia lab is larger than the traditional classroom. The physical distance enlarged the psychological distance. It has the tendency that the two-way communication between the teacher and the students turned to be the one-way teacher to student communication.
Second, the student-computer communication is relatively new to students. For most of the students, it was the first time for them to take so much time "talking" to a computer. Here we need to clarify the concept of communication with a computer. As mentioned above, SimTown is an interactive software. By interaction, we mean that the computer software will respond to students' move and every decision will lead to different ends. The computer software and students do not communicate with each other by " words." Instead, students need to learn another communication system. The computers communicate by means of graphic presentation, sound effect, and animated characters. Students have to learn how to communicate with the computer so that they know what move they should make next.
Next, the layouts of the traditional classroom and the multimedia lab look similar. The seats and computers are all arranged in a matrix. One important difference is that the teacher can easily reach students by walking in the aisle between two columns of seats and initiate the communication. Students can also easily rearrange the seats for the communicative activities in the classroom. It does not happen that way in a multimedia lab. All computers are fixed on the floor in the same matrix as the seat arrangement in a traditional classroom. All of sudden the teacher has the difficulty reaching students. A multimedia lab is far larger than a traditional classroom. Thus, the teacher needs to talk to students through the broadcasting system. The "intimacy" between the student and the teacher is gone. All students can see is a teacher hiding behind the control console.
Also, the communicative activities are different. In a traditional classroom, the teacher provides the topic-specific situation for students to make use of language as much as they can. Since the traditional classroom is far from any similarities to the real life situation, the teacher has to tell students to use their imagination and place themselves in that situation. Nevertheless, the multimedia lab offers the opportunity for students to visualize the situation. The computer software creates a virtual world that is very similar to the real world. It is a world that you can see.
Are there any changes in the roles of teachers and students when they are in a different teaching environment from traditional classroom?
The role of teachers and students apparently change. The teacher assumes the role of coach or director. He or she orchestrates the flow of communication for the whole class. However, the teacher must realize that to some extent a teacher has been shared with the computer. In this study, the computer software is not designed for teaching. Therefore, the intervention of computer in a teacher's teaching is not very obvious yet. In case that a learning-oriented computer software is used in a multimedia lab, teachers have to be aware that students no longer depend on the only source of knowledge. The computer software will "teach" students the knowledge that teachers are supposed to teach. As a result, a teacher must transform his role from a coach or a director under the communicative framework to a coordinator. The teacher coordinates the flow of communication between the teacher and the student as well as between the student and the computer.
On the other hand, students should elevate their learning motivation and independence on learning. Students' higher motivation is reflected by the interest of participation. When the communicative task requires the student and his partner to complete the town building task on the computer, the negotiation is initiated. Although they might not necessarily speak English when they negotiate about the town building, some students felt the need to communicate in English. Also, they felt that they could set the pace of learning. They did not have to finish the town building in one hour. Rather, they would discuss with the partner and built the town according to their pace of learning.
What are the implications of the Communicative Language Teaching Approach in a multimedia computer language lab in teaching?
First, the choice of appropriate computer software that fits into the setting of a multimedia lab is one of the keys to success. As discussed above, the setting of a multimedia lab is different from a traditional classroom. Computer software is not used at all in a traditional classroom. Textbooks and audio-tapes are the main teaching sources. They are still very helpful teaching tools in a multimedia lab. However, the medium of teaching ought to go along with the computers. The other dimension that should be taken into consideration is that the teaching tool is also different in a multimedia lab. Chalks and blackboard are obsolete. The computer is the most appropriate teaching tool in a multimedia lab. Accordingly, using computer software in a multimedia lab should be fun and interactive.
Second, orientation is import. The problems come from two aspects. One is the computer software itself. One extra job that students have to do is to learn how to manipulate the computer software. For the first few weeks, students have to become familiar with the manipulation of the computer software so that they can begin to make use of the software. Teachers should be aware of the possible frustration resulting from the unfamiliarity of computer software. The student's difficulty in the manipulation of the software usually undermine the students' interest in the class. The computer software is completely new to students. Consequently, negative interactions between students and the computer proved to be very frustrating for most students. Alexis & Trollop warns (1985) that
The other is the technical problems in the management of the multimedia lab. For most of teachers, it demonstrates a major challenge. In a multimedia lab, the management demands not only the fundamental knowledge of computer, but also the advanced the knowledge of computer, which is almost impossible for the majority of English teachers. In other words, you need to be familiar with the computer software you are using in the class, answer students' technical questions, and diagnose the temporary shut-down of computer. In comparison with the work in a traditional classroom, managing a conversation class under the communicative framework in a multimedia lab is relatively demanding.
First, teachers should prepare themselves for the use of modern computer technology. Foreign language training will not always take place in a traditional classroom. With the help of a setting such as a multimedia lab, foreign language training will be more efficient. Teachers should have the clear idea of how a traditional classroom is different from a multimedia lab. To serve that purpose well, this study summarizes the previous discussion as below.
Traditional Classroom | Multimedia Lab | |
---|---|---|
Layout | Matrix | Matrix |
Teaching tools | Chalk, blackboard, audio tapes | Local computer network, video on demand. |
Teaching materials | Textbook | Interactive computer software |
Communicative activities | Imaginative role-play | Realistic computer-simulated environment |
Student-teacher | Direct communication and more "intimacy" | Indirect communication and less ìintimacy" |
Student-computer | Not available | Interactive |
Moreover, regarding the procedures of carrying out the project, orientation is the key factor in determining success with the project. Teachers must clearly state the goals and linguistic skills students are expected to attain by playing the computer simulation. Students had to keep in mind their purpose for playing the simulation. Otherwise, they would tend to indulge themselves in simply playing. Also, since SimTown is an English-version software, it is essential that teachers get students familiarized with necessary vocabulary to play the computer simulation before the group project. Moreover, SimTown is an interactive software. That is, messages regarding the city during its stages of development could pop out in English at anytime. The computer simulation has its own "advisors" who are always willing to offer their valuable suggestions to help students run a better city. Students would also encounter difficulties building their city if they could not understand the on-line interactive messages.
Although this study shows that the CLT approach is not as successful as we had expected in a setting of the multimedia lab, this study suggests that with the fast development of computer technology, foreign language teaching in a setting other than the traditional classroom is still a promising trend.
Labels: It's CALL for Literature
Because the use of the Internet is widespread in numerous fields and domains, without a doubt, it also carries great potential for educational use, specifically second and foreign language education. This paper will therefore focus on the following questions: 1) What is the Internet? 2) How can various facets of the Internet be used in the second and foreign language classroom? 3) What are the benefits of employing the Internet in such a setting? 4) What are the disadvantages or obstacles the Internet presents in a second language classroom? Lastly, the implications of using the Internet in second language classrooms will be discussed. The Internet is the latest in a series of technological innovations for second language education. In order to understand the role of the Internet, it would be useful to provide a brief history of technology and language teaching, present a survey of the technological resources available to second language learners, and, finally consider the role of the Internet and its possibilities.
Microcomputers and quality CALL software provided yet another medium for language learning. Its potential as both a teaching and learning tool are widely written about in the educational literature. At present, there are a variety of computer applications available including vocabulary, grammar, and pronunciation tutors, spell checkers, electronic workbooks, writing and reading programs, as well as various authoring packages to allow instructors to create their own exercises to supplement existing language courses. In addition to the range of software available, CALL has also been shown to increase learner motivation (Blake, 1987). Chun and Brandl (1992) also propose that the interactive and multimedia capabilities of the computer make it an attractive teaching/learning tool. Computers can provide immediate feedback to students and students can work at an individualized pace. Software can be designed to include sound, graphics, video, and animation. Moreover, information is presented in a non-linear sequence enabling learners to select the exercises or concepts they wish to review.
Despite the advantages and widespread use of CALL, it continues to suffer from criticisms for several reasons. Many believe that learning and practicing grammar rules of a foreign language through fill-in-the-blank exercises, for example, does little to improve a speaker's ability to produce grammatically appropriate utterances (Armstrong & Yetter-Vassot, 1994). Others point out that CALL suffers from its rigidity in light of the complexities of natural languages. For example, a program designed to provide drill practice on French verb conjugation is useful for only that and nothing else. Recently, however, we are beginning to see encouraging and promising results in the area of CALL software development. Interactive video and programs which provide more authentic and communicative task-based activities are being created, which are more in line with the current theoretical and pedagogical views of learning.
During the initial stages, students were logged on the system and each student created a password. Students were simply asked to write freely as in a dialogue journal. Kroonenberg (1995) believes this allows students to become familiar with the system and further allows their ideas to flow. Writing on e-mail can therefore be used to generate ideas about a topic, or can enable learners to free-write without any impositions. E-mail can also be used in various conference-type formats or to generate discussion. For example, Kroonenberg often provided students with topics of high interest in order to generate more writing. In fact, one student who was part of this project stated, "I usually get involved in the BBS because the subjects are interesting and I have a lot to say about them" (p. 25). Writing topics often involved school issues or issues that were directly relevant to the students' lives. In other conference assignments, students are the main audience. Students read entries and then respond to them via e-mail. This allows each student to express their opinion. In this manner, all opinions are voiced and heard, something which may not always occur in oral discussions in the classroom.
Chat rooms can also be carried out through e-mail. In this situation, two or more individuals can "talk" on-line about various topics or issues. For instance, language learners can be paired up and can be given a debatable topic to discuss. Such experiences, once again stimulate authentic communication and assist students in developing specific communication skills such as arguing, persuading, or defending a particular point. Listservs from around the world can offer news and discussion groups in the target language providing another source of authentic input and interaction. Cononelos and Oliva (1993) organized e-mail exchanges between entire classes of students in order to generate discussion, improve writing skills, and promote peer interaction. In this particular project, advanced level Italian students employed e-mail newsgroups to improve both their writing, as well as their knowledge of contemporary Italian society. In this manner, the teaching of culture was also facilitated through the immediate feedback and contact of L2 speakers who were interested in informing others about their culture.
E-mail can also be used to communicate long-distance with language learners in other schools, or other countries for that matter. A study exploring the potential of long-distance communication involving second language learners was carried out by Chang (1993). The goals of the study were to provide students with a real context for improving their writing, help them to expand their ideas of "content-area" reading and functional writing across cultural boundaries, make students familiar with international telecommunications, and investigate with students, the potential effects of telecommunications on literacy acquisition (Davis & Chang, 1994).
The subjects involved in the study included undergraduate students at Taiwan's National Kaohsiung Normal University (NKNU) and students at University of North Carolina at Charlotte (UNCC). The 8-week teleconference began with Prompt 1 in which students were asked to write letters to one another. In addition to personal introductions, students were asked to include a focus on their previous English language learning experiences and the difficulties associated with this. In Prompt 2 and 3, students were asked to use their textbooks on the History of English Language to report on interesting uses of English, (ie. connotations, spelling, etc). Prompts 4 and 5 asked the learners to work with sections of specific texts to comment on pronoun and lexical use, as well as syntactic structure. In the final prompt, both groups of students collected examples of English slang and idioms used in each country's films and music. Questions pertaining to the above were asked and responded to by students in each group.
Davis and Chang (1994) point out that as writers on both sides of the world shared questions and comments, jokes began to surface. Over time, the students' reading and writing began to change as well. Through surveys and informal case studies of student writing during the conference, it was found that for the most part, students' writing had improved in both fluency and organization. Surveys also indicated that students saw some carry over to their study literature, and that they had a better understanding of English usage. While the above examples illustrate a few uses of e-mail in the second and foreign language classroom, without a doubt e-mail can provide authentic communication and can foster awareness of both the language learner and the languages they are learning.
Perhaps one of the most essential pedagogical principles of language teaching is one that emphasizes the study of language in a cultural context. I, along with many other language instructors believe that language and culture are inextricable and interdependent; Understanding the culture of the target language enhances understanding of the language. To this end, the Internet is a valuable resource to both language teachers and learners. As discussed previously, e-mail on the Internet allows language learners to communicate with native speakers. In this manner, the Internet facilitates the use of the specific language in an authentic setting. The Internet can also be used to acquire information from language resources for a variety of purposes. For example, students can access current information from countries around the world. They can obtain geographical, historical, social/cultural, economic, and political information from the countries in which the target language is spoken. Students can read web versions of daily newspapers and same-day news reports from sources such as the French Embassy's gopher service, the daily Revue de Press (Armstrong and Yetter-Vassot, 1994). Such experiences can allow learners to participate in the culture of the target language, which in turn can enable them to further learn how cultural background influences one's view of the world.
The Internet also serves as a medium for experiencing and presenting creative works. While students can peruse the information on the Net, they can also use it as a platform for their own work such as essays, poetry, or stories. Numerous public schools, for example, are making use of the World Wide Web for publishing student work which can be accessed by other web users. Students therefore become not only consumers of content, but in fact generate the content.
As Mike (1996) describes, the use of the Internet has also been shown to promote higher order thinking skills. A language teacher, for example, may instruct learners to search for specific information. Searching the Web requires logic skills. Once information has been obtained, the results must be reviewed which requires scanning, discarding, and evaluative judgment on part of the learner. The information must be put together to make a complete and coherent whole which entails the synthesis process. Such an endeavor permits students to practice reading skills and strategies. The Internet also promotes literacy for authentic purposes, as stated previously. In addition to being a supplement to reading materials, especially current information, when students are exploring the Net, they are essentially exploring the real world. Such browsing or exploration can also lead to incidental learning as they encounter a variety of information in this way. Communication with native speakers furthers literacy development for authentic purposes, enables language learners to compare student perspectives on an issue, and allows them to practice specific skills such as negotiating, persuading, clarifying meaning, requesting information, and engaging in true-life, authentic discussion. Promotion of literacy also occurs within a social context. The interaction that results from the above situations can lead to cooperative projects and increased communication between students from all over the world, in turn leading to the development of social skills. Finally, use of the Internet can promote computer skills and the technical and conceptual experiences of using a computer.
Lastly, the Internet provides supplemental language activities which can provide students with additional practice in specific areas of language learning. These include reading tests and comprehension questions, grammar exercises, pronunciation exercises possible through the available multimedia capabilities, cloze tests, vocabulary exercises, and so forth. Students can search the Web for such sites, or teachers may recommend specific sites on the Web. Published lists are also available from various sources. For example, Paramskas (1993) offers a list of sites for both language teachers and language learners, some of which relate to issues of language learning, others which use language as a medium for discussion of culture or current affairs, and others which assist in locating native speakers.
Certainly at this point in time, several questions need to be asked to guide future research in this area. How can use of the Internet correspond to the communicative or pedagogical goals of language teaching? How will the Internet and its related facets assist language learners in functioning in the global community? What will the real impact of the Internet in foreign language classrooms be? How can the Internet be used more effectively along side the present language curriculum? While these questions have been examined to some degree, researchers and language educators must further investigate and implement this technology to provide others with guidelines in this area.
Without a doubt we are in the center of a "monumental technological paradigm shift, one which will eventually change the way that all instructors teach and the way students learn" (Jensen, 1993). While technology should not take over the language classroom, it must be embraced in order to allow educators to do those things which they are unable to do themselves, or those which will improve what is currently being done in the classroom. As we approach the next century, it is essential that we make informed decisions about how the Internet can be successfully integrated into the language classroom. If we as educators do not rise to the challenge - who will?
Labels: It's CALL for Literature
The importance of Computer Assisted Language Learning (CALL) in today's ESL/EFL classes cannot be understated. However, finding specific sites to use in class can be a delicate process. This paper outlines the techniques that can be used in class with a movie trailers website.
The Internet has become a very powerful tool in language teaching, and most teachers are (or should be) keenly aware of the need to use it in the classroom. Proof of this exists in the research of Cummins (1998), who noted that using computers give students a wide range of learning options. Bicknell (1999) stated that using the Internet and its applications act as a motivational apparatus which gives students the chance to use all four language skills (reading, writing, speaking and listening) whilst having the added bonus of fostering computer literacy. However, despite the common feeling that teachers should be incorporating CALL into their classrooms, many teachers are still reticent to do so. This may be due in part to any of the following factors: teachers' and students' own limited computer skills; a lack of typing skills; a general fear of computers and the difficulty in learning how to correctly use them; or the lack of adequate facilities in schools. This last point causes obvious problems to those who do not have access to a room full of computers with the appropriate tools for listening (headphones) and high-speed Internet connections.
The Internet also allows students to connect with each other in ways they normally would not be able to do. Web-based activities such as message boards, chat rooms, email, and discussion groups provide ESL and EFL learners with a healthy forum in which to communicate with others. In fact, Healy (2000) noted that the above activities give learners a "direct and immediate communication between peers while using genuine language". Warschauer's study (1997) noted greater participation by so-called "shy" students when using the Internet as a language-learning tool. These are no doubt important elements of language learning; points that teachers need to be aware of in their classes. Bearing this in mind, this paper aims to set out a clear and useful use for one such web-based activity that allows learners of English as a Second or Foreign Language to broaden their horizons while using genuine language, which is clearly a critical element of all CALL. The activities outlined here are unique in that they allow learners to interface with a computer, all the while gathering useful information that will help them learn English.
The use of films in ESL and EFL classes has been a popular method of teaching for many years. However, how useful are films if they are not clearly understood by our students? Naturally, watching full-length films is not always the best way to spend classroom time with our students. So, while searching for better ways to bring Hollywood to the classroom, I stumbled upon a great site that presents movie clips, or trailers that ended up being very beneficial in my CALL classroom.
The objectives of the lesson were twofold: to enhance student knowledge of the capabilities of the Internet through the use of movie trailers; and the use of movie trailers as an educational tool for improving students' understanding of spoken English. The site discussed here can be found at http://www.apple.com/trailers/, and is updated with new additions to its archives very regularly. The site is presented in an easy manner with eight "main" movies appearing at the top of the screen in picture form that can be accessed by clicking on the picture. The rest of the site is divided into the different companies that distribute films (mostly in the United States). There are well over 100 movie trailers on the site at any given time, and they can be accessed by simply clicking on the title of the film. Most of them are new releases or previews to upcoming movies. In fact, some trailers appear on the site up to six months before their release date. After the viewer clicks on the film of his or her choice, some basic information about the film appears, such as the director, cast, genre and the web address of the official movie site. The viewer can then watch the trailer by choosing the size (small, medium or large) that he or she wants. Since the trailers are anywhere from one minute to two-and-a-half minutes in length, students tend to focus their skills on comprehension to get the most out of the exercise.
Doing the lesson obviously requires access to a computer lab. As stated in the introduction, one of the main impediments to doing this lesson will be the lack of equipment at some facilities. For the lesson to work best, a high-speed Internet connection is needed (especially for large classes, as the nature of the site means it will inevitably be slower with heavy traffic), as are headphones and the Apple Quicktime Plugin software. Most newer computers should be already equipped with this software, but a glance through your school's system will help before attempting to do this lesson. The trailers are suitable for students of all ages, and there is no offensive language or images included in the trailers.
To start, a conversation of the types of films students enjoy watching is a beneficial activity to get them thinking about movies in general. Most ESL/EFL learners tend to enjoy watching movies, but watching them without the subtitles of their native language can be a challenging task. Therefore, teaching some basic concepts before watching the trailers will help. Students who are interested in movies may already have some basic knowledge of the vocabulary on the site and most of the movie sites. However, for those who do not have this pre-existing knowledge, an outline of the following terms may be useful.
Students are given a handout with the following instructions:
Choose one movie trailer from the website http://www.apple.com/trailers/, and watch it. (There is a clickable link at the end of this article.) After you watch it, answer the following questions:
Naturally, students may tend to view more than one trailer, and then choose the one they want to work on. Therefore, after they have chosen their one trailer, they should start working on the six questions above. There are two ways of doing this: one is to simply have students write their responses to the questions and hand them in for a class assignment or homework; another is to employ a more interactive type of activity. For teachers looking to keep the interactive aspect of the lesson intact, set up a class message board where students can post messages to each other. (For those institutions without a class message board, students can do the following part of the activity in pairs, or groups). Students then find another person in the class who has chosen the same trailer as them by posting a message on the board. Once the students find another person (or more than one person) who has chosen the same trailer as them, they can work on the answers to the six questions together. This is done on the message board by conversing about the answers to the questions. If some students cannot find a partner who has chosen the same trailer as them, the teacher should encourage them to find other students who have viewed that trailer, or at least have an interest in it. The whole point of this message board conversation is to encourage a conversation in English about the trailers viewed on the site. By discussing their answers to the questions, students are applying their English abilities to complete a focused task on what they have watched on the Apple Quicktime website.
The use of the Internet is undoubtedly a useful tool for our students. However, because of the sheer volume of information available, the Internet can be an overwhelming experience for teachers and students alike. Thus, it is vitally important for teachers to be well prepared with specific sites for use going into class. By doing this, teachers can harness the power of the Internet and create meaningful lessons for their students. The activity described here attempts to give students an interesting lesson that they will hopefully gain something from. It is much easier for students to enjoy a lesson they are actually interested in, than having material forced upon them.
The activity outlined here is an extremely useful one, with students regularly reporting their enjoyment of it. Because of considerable student interest in movies, learners always seem to benefit from watching the trailers that appeal to them and discussing their thoughts of them afterward. This activity will be of benefit to any ESL/EFL program that has the required equipment. Further, because of the large amount of movies on the site, there are trailers to suit all levels of students. Indeed, some trailers have limited dialogue to them (as the actual movie is not near completion yet), and would be easy for most, if not all, students to understand. Higher-level students can also gain from this activity, as there are plenty of longer, more in-depth trailers (with a lot of dialogue) on the site.Labels: It's CALL for Literature
Strategic Interaction (SI) (Di Pietro 1987) was no exception to the electronic bandwagon. In the 1980s, Di Pietro and Arena proposed a number of writing exercises based on his paradigm (cf. Arena and Di Pietro, press pending.) The original concept involved the practice of writing using terminals connected via a PLATO mainframe (Dyer 1983.) With the demise of mainframe technology, Arena sought a modern solution for implementing these exercises.
The emergence of the Internet in the mid 1990s provided a viable way to participate in these exercises in both classroom and distance-learning situations. This paper describes the how, where, and why of implementing Strategic Interaction over local-area and wide-area networks. This description includes not only the goals and merits of the SI writing exercises, but also provides the technical background for those who want to make the exercises work in a local or global electronic classroom environment.
The SI exercises take place in three stages, or phases. The first stage is known as the Planning stage. During the planning stage, the instructor or moderator splits the class into two or more groups. Each of these groups is given a different role to play within a given scenario. The students are than given some time in which to plan their given role in the scenario. Scenarios usually come from one of four types (Di Pietro 1987: 48-58):
In these exercises, the roles given to the students are different from those in a drama exercise. First, the scope of the role is only limited by the students' abilities. The role is dynamic, and never plays out the same way twice. Also, the roles given to each group are unknown to the members of the other group(s) until the Performance stage of the exercise. This is important to the theme of the exercise, because the roles given to each group are slightly different in focus and/or goals. These differences produce a "twist," or point of conflict, that appears in the Performance stage.
Once the students have prepared their roles, a spokesperson is appointed, and the second, or Performance stage begins. If the scenarios are well-constructed, the "twist" in the scenario appears quickly. As students' expectations of what they were going to say quickly disappear, the students must attempt to maintain communication in the target language while trying to make their case and/or resolve the conflict that has arisen. The goal of the exercises is for the students to work creatively in the target language to resolve the conflict successfully. The end result is that no scenario has the same ending: the outcome depends on the students' abilities to resume and/or maintain communication in the face of a breakdown. By forcing the students to deal with a conflict for which they are not prepared, students are encouraged to think "on their feet" in a manner that they will need to survive in an L2 environment. If the spokesperson needs any help with issues of communication, he or she is free to return to the group, who can then make suggestions that the spokesperson can use in the scenario. The Performance stage continues until the instructor or moderator observes a successful resolution to the scenario, until communication breaks down, or until time constraints force an end to the performance.
The third stage of the exercise is known as the Debriefing stage. At this point in the exercise, the instructor or moderator regroups the class, and discusses the events of the Performance stage. There may be a discussion of discourse, cultural, or grammar problems that appeared. During this stage, the teacher can also provide feedback on how to improve communication and/or performance at key points in the scenario, so the students will be better prepared to perform in future scenarios.
From the perspective of writing, Ellis (1987) looked at how writing proficiency, like other forms of linguistic competence in a second language, progressed over what he called the interlanguage continuum. When a student first begins to acquire a new language, the student applies what he or she already knows about language to the new one. In effect, his or her writing may use the lexical items of the target language, but uses the structures and idioms of the native (or other second) languages (cf. Colburn 1992.) As the student acquires more of the target language, these L1 structures tend to disappear as the student begins to produce structures that more closely approximate the target language.
These topics relate to Strategic Interaction in that one of the goals of the method is to force the student to use the structures of the target language in a pressure situation. The dialogue provides spontaneous input in manageable chunks. It also allows the student to work with the target language in a group situation that can foster improvement for all of the group members, whether or not they are actors in the scenarios.
To some extent, we find that literature on CALL in the 1980s makes few references to student interaction over networks, simply because of its impracticality at that time. This was a result of the facts that wide-area networking was far too slow at that time to facilitate interactive written conversations in a reasonable amount of time, and because long-distance communication of this type was severely limited, since the Internet as we now know it did not exist on a widespread scale (and ran at much slower speeds as well.)
One point in the literature, however, shows that CALL, even in the Strategic Interaction context, was being used on local-area networks in the early 1980s. In her dissertation, Pat Dyer recounts the use of the PLATO (Programmed Logic for Automated Teaching Operations) system to implement a number of SI exercises at all levels of instruction at the University of Delaware's English Language Institute (ELI.) The system was used with some success as a component of the Institute's intensive program of English instruction (cf. Dyer 1983: 65-85.)
One of the advantages of the PLATO system was its ability to handle lessons and instructions that were pre-programmed for use on the local network by the students. From a standpoint of current technology, however, this system is not as practical as it once was. The networking and use of the mainframe was confined to a limited area. With the advent of the desktop PC, it became necessary to provide a package that could be used not only while connected to a mainframe, but while connected to a larger network, such as a campus-wide LAN or the Internet. This would allow the students to work in larger groups, and over greater distances, and on a number of operating systems. This need led to the development of the Internet-based SI exercises.
Each computer was supplied with text versions of their respective scenarios. Generic text files were supplied so that any text editor could open the files for viewing. Since all MacOS-compatible machines come with a copy of the SimpleText text editor, it is then easy to open the files when instructed. Note: if the machines in use are running a Language-Kit enabled version of the MacOS (such as the Chinese Language Kit or the Japanese Language Kit,) it is MOST important that the teacher supply an English-language version of SimpleText (or their favorite text editor) for use in the exercises. The versions of SimpleText supplied with these kits are enabled for reading two-byte languages, and they will interpret raw English ASCII text as gibberish.
To provide the conversation environment, the author discovered the ChatNet shareware program, from ELS, Inc. This program can be used freely on an AppleTalk network to link up to three machines in a chat environment, similar to that found on IRC (Internet Relay Chat,) or in a chat room on America Online. A copy of ChatNet is installed on each of the client machines. Each machine is configured as a different user (i.e. one username for each group taking place in the scenario.)
The first concern is that the students' machines are connected to the Internet, either via modem or direct connection. With Internet connections, the physical locations of the students are irrelevant. The only difference involves how the conversational groups collaborate. If the group is in one classroom, they can collaborate verbally. If they are not in the same room, then they can collaborate and prepare their initial roles via a separate chat channel.
Next, the scenarios are presented to each group via a WWW browser. In this way, each student can retrieve the scenario for his/her group from a central location, thus obviating the need for each student to download specialized software for the exercises. Each group is given a different URL from which to retrieve the scenario.
Most importantly, the students need software on which to participate in the chat environment. Internet Relay Chat (IRC) clients are varied in features and performance, depending on the platform. Examples of clients that are usable for this exercise are listed here as guidelines, and not necessarily as requirements or endorsements. Any program with similar functionality can be used. For Windows, programs such as mIRC should suffice. For the MacOS, the author has used IRCle and ChatNet (although the latter needs to be registered to be used for more than ten minutes per session.) For Unix and appropriate clones, ircII, BitchX, cIRCus, and zIRCon have worked well, although ircII and BitchX may require multiple terminal sessions for best results. Any of these software packages are available from the popular Internet software archives for each respective computing platform.
With the LAN solution, only two computers are required (one for each group.) The teacher then instructs the students to choose one of the scenario files by opening it in the English version of SimpleText. The students view the situation file, and prepare their roles in another file in the text editor. When they are ready, the group can log onto the network to begin the Performance stage of the exercise.
Over the Internet, the students receive their instructions via a central web page. There they are instructed to access the appropriate scenario pages, and to log onto the appropriate chat channels via their preferred IRC client. The group prepares its role over one channel (which could be called the Planning channel.) When they feel sufficiently prepared, they appoint a "spokeswriter," and all students log onto a common channel (the Performance channel) to watch the spokespeople perform their scenarios.
Then, the students act out their roles by typing their lines into the computer. When conflicts arise, the students are forced to deviate from their pre-planned roles in order to come to a resolution. At times, this involves a number of strategies that are only used in a "communication breakdown" situation. In this way, the outcome of a scenario is different for each participating group, due to the lack of preparation inherent in creating the "twist."
If the spokeswriters cannot continue the interaction on their own, they are allowed to collaborate with their respective groups in order to get help. Over a LAN, the group helps the spokeswriter verbally, while over the Internet, the groups can provide written feedback to the spokeswriter over the Planning channel. In this way, the scenario is solved through a group effort, and all of the students get to practice their communication skills.
When the scenario is finished, the Debriefing phase can take place in one of two ways. On a LAN, the students can regroup in a classroom for a traditional debriefing. For a local class, this is advantageous, but for an Internet-based class, this is not feasible. After the Performance stage, the students can migrate to a Debriefing channel for the final stage of the exercise. On this channel, the moderator or instructor can conduct an online chat session that provides feedback for student performance during the scenario.
- Linguistic Competence: grammar and writing skills are developed and practiced on a more autonomic level, since it is harder to focus consciously on form when trying to think quickly;
- Sociolinguistic Competence: Role playing develops discourse skills and strategies not usually practiced in a written environment;
- Strategic Competence: network-based scenarios present a new way of trying to restore communication when it breaks down: strategies for restoring communication, and the duration of their effectiveness, become apparent for the respective scenarios;
- Discourse Competence: Scenarios enable students to practice cohesive devices in writing in a fast-paced environment: students learn the limitations and applications of transitions to prolong the communicative exchange.
Labels: It's CALL for Literature
Labels: It's CALL for Literature
Vocabulary plays an important part in second language acquisition and academic achievement. This paper will present several possibilities to enhance vocabulary acquisition and reading comprehension with the help of technology.
Labels: It's CALL for Teaching