Monday, December 20, 2010

Using Technology to Assist in Vocabulary Acquisition and Reading Comprehension

Andreea I. Constantinescu
anconst {a t} u.washington.edu
University of Washington, (Seattle, Washington, USA)
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.

Introduction

The role that vocabulary knowledge plays in second and foreign language acquisition has long been neglected. However, vocabulary is currently receiving increased emphasis in the language teaching curriculum. This is due to several reasons, such as the influence of comprehension-based approaches to language development, the research efforts of applied linguists, and the exciting possibilities opened-up by the development of computer-based language corpora (Nunan, 1999: 103). Moreover, it is now increasingly pointed out that there is a reciprocal, well-documented relationship between vocabulary knowledge and reading comprehension. As Tozcu and Coady (2004: 473) point out, learning vocabulary is an important aspect of L2/FL acquisition and academic achievement and is vital to reading comprehension and proficiency, to which it is closely linked.

This paper will focus on various possibilities to enhance vocabulary acquisition and reading comprehension with the help of technology. First, it starts with a brief overview of the relationship between vocabulary knowledge and reading comprehension. It continues with a presentation of different technological aids that trigger improved vocabulary acquisition and reading proficiency, with a focus on annotations. Finally, it proposes several teaching principles related to incorporating technology in the language classroom to benefit vocabulary acquisition and reading comprehension.

Vocabulary Acquisition and L2/FL Reading Comprehension

Reading is an active skill that involves the reader, the text, and the interaction between the two. The acquisition of reading skills is a very important aspect of first (L1) as well as second (L2) or foreign language (FL) literacy. Reading in a L2 or FL is a dynamic and interactive process, during which learners make use of a variety of skills and strategies, combined with background knowledge, L1-related knowledge and real-world knowledge to arrive at an understanding of written material (Aebersold and Field, 1997: ix).

Many variables play a role in L2/FL reading comprehension. Among the most important are L1 literacy, the use of both top-down and bottom-up strategies, activating background knowledge, the use of various reading skills (e.g. summarizing, identifying the main idea, distinguishing between facts and opinions), and vocabulary knowledge (Egbert, 2005: 21-22).

Several researchers have argued that vocabulary plays a major part in reading proficiency. Thus, Grabe (1991) stresses the important role of vocabulary as predictor of overall reading ability, and Nation (1990) states that effective L2 /FL instruction should also concentrate on cultivating vocabulary (both cited in Anderson, 1999: 25). Chanier and Selva also stress the fact that vocabulary knowledge is a key factor in reading comprehension (1998: 489) and so does Groot (2000), who argues that functional L2 reading proficiency requires mastery of a considerably large number of words.

Aside from knowing how to use the appropriate reading strategies, Grabe (1991, as cited in Butler-Pascoe and Wiburg, 2003: 124) argues that fluent L2/FL readers need to know about 2,000 to 7,000 words and sometimes even more if they want to reach native-like fluency. Similarly, Groot (2000: 62) argues that an adequate understanding of academic texts requires a vocabulary of at least 7,000 words. Generally, L2/FL readers need to recognize approximately 95 per cent of the words in a given text in order to comprehend its meaning and they need to know the different meanings of words according to context, as well as words' grammatical properties. In summary, it can be pointed out that reading and vocabulary are inter-related, in other words, good readers have a rich vocabulary, and similarly, a rich vocabulary is one of the key elements that ensure reading proficiency.

Benefits of CALL for Vocabulary Acquisition and Reading Comprehension

It has been increasingly argued that computer technologies can support learning in a number of ways. Many features of the computer are considered to enhance vocabulary development and reading comprehension: multimedia is one of them. Multimedia refers to computer-based systems that use various types of content, such as text, audio, video, graphics, animation, and interactivity. The key concepts of multimedia are thus 'computer-based' and 'interactive'.

Some research assessed the general value of ESL / EFL software programs for improving reading comprehension and vocabulary (AlKahtani, 1999; Busch, 2003; McGlinn and Parrish, 2002). More recent studies examined the effect of extended use of computers on reading achievement, the effect of computer instruction on reading rate and reading comprehension; the effects of multimedia software on reading comprehension and vocabulary acquisition, as well as the relationship between vocabulary development and reading comprehension (Singhal, 1998: 2-6). Most research on vocabulary acquisition and CALL has focused on the effects of multimedia glosses, and the same is true for reading comprehension, since vocabulary and reading are closely and reciprocally related. This reciprocal relationship also accounts for the fact that many research studies on vocabulary development and CALL also examine reading comprehension, and vice versa.

Multimedia Glosses and Vocabulary Development

One of the first to examine the effects of multimedia glosses for vocabulary development were Lyman-Hager and Davis (1996), who integrated a computer program into the French foreign language curriculum and discussed vocabulary acquisition and students' glossing choices for 262 intermediate level students studying French. Two conditions were used in this study: computerized reading and non-computerized reading using an excerpt of Oyono's 'Une Vie de Boy'. Both groups had access to glosses: the computer group had access to multimedia annotations, whereas the control group could consult printed text with the same glosses. As to whether or not computer treatment offered significant benefits to FL students, the results of the written recall protocol indicated that the experimental group who used the computer program to read the text significantly outperformed the control group who used the glossed reading in the print form.

Similarly, in an article exploring multimedia annotations and vocabulary acquisition, Chun and Plass (1996a) present the positive results of three studies with students in their second year of German who used Cyberbuch, a multimedia application offering various types of annotations (picture, text, video). The goals of this study included the exploration of incidental vocabulary learning, and the examination of the effectiveness of multimedia annotations on vocabulary acquisition. The results of this case study supported previous research on the effectiveness of different types of annotations, according to which visual imagery was found to help in learning and retention of new foreign words. Moreover, visual multimedia advance organizers were found to help not only recalling new words, but also act as facilitators of reading comprehension, which stresses the close relationship between vocabulary and reading (Chun and Plass, 1996b: 512). Text+picture annotations produced the best results in the recall protocol focusing on reading comprehension.

Using Multimedia for Vocabulary-building

However, multimedia is not used only for glossing texts. Multimedia is a central component of good computer-assisted skill-building software. Thus, Chanier and Selva (1998) stressed the benefits of multimedia support for learning L2/FL vocabulary and presented ALEXIA, a lexical learning environment for French as a L2/FL, which includes a corpus of texts, a general and a personal dictionary, and a lexical activities unit. After reviewing various viewpoints about the effectiveness of multimedia for vocabulary learning, they propose useful criteria for evaluating the quality of a visual representation in a lexical environment. Groot (2000) presented another multimedia-enhanced computer-assisted word acquisition program, called CAVOCA, whose aim was to speed up the vocabulary acquisition process. CAVOCA is an interactive program that takes learners through different stages of vocabulary development: deduction, consolidation, and long-term retention.

Similarly, Tozcu and Coady (2004) conducted a case study that examined the outcomes in vocabulary acquisition when using interactive computer-based texts as opposed to traditional materials. The aim was to determine the effect of direct vocabulary instruction via computer assisted learning as opposed to traditional vocabulary training via print texts. Moreover, the effect of this direct instruction on reading comprehension and word recognition speed and therefore reading rate were also analyzed. The subjects of the study were 56 intermediate level students from various L1 backgrounds who were studying English for university academic preparation. The results suggested that the treatment group, who used a tutorial computer assisted courseware, outperformed the control group in all the three analyzed areas: vocabulary knowledge, reading comprehension, and reading speed. These results suggest positive implications of integrating technology in the language classroom for reading instruction and vocabulary development.

Benefits of Multimedia-enhanced Dictionaries

Other research that focused on vocabulary development with technology argued for the increased effectiveness of multimedia-enhanced electronic dictionaries designed specifically for English language learners, and which have several built-in aids that their book counterparts cannot provide (e.g. the Longman Interactive English Dictionary, the Oxford Picture Dictionary Interactive, etc.) (Butler-Pascoe and Wiburg, 2003: 126-127).

Vocabulary-development Software without Multimedia Components

However, not all software for vocabulary development has a multimedia component, and a good example is concordance software, which triggers good results, since it allows for the examination of lexical, syntactic, and semantic patterns in various reading passages and contexts (Anderson, 1999: 32). This type of computer program can be a valuable instructional tool to raises students' awareness of the various types of lexical items in authentic contexts and provides non-threatening classroom experiences giving students opportunities to improve reading and vocabulary skills (Butler-Pascoe and Wiburg, 2003: 128).

Benefits of Multimedia for Reading Comprehension

Multimedia is a great instructional component not only for vocabulary instruction, but also for reading comprehension, as some of the research presented above has suggested. The positive effect that multimedia has on reading comprehension comes, according to Busch (2003: 278), from the great advantage that online readers have over traditional printed readers: the possibility to enhance computerized texts with glosses in multimedia format. This is probably the reason why most studies dedicated to a computer-based approach to reading have focused on the usefulness of glosses in different formats to increase reading comprehension and vocabulary retention. Several researchers have argued for the positive effects that hypermedia has for L2/FL readers, because a text can be made more comprehensible for them by annotating it with multiple types of media glosses (Sakar and Ercetin, 2004: 28).

The effects of multimedia glossing received increased attention as researchers considered the possibility that computer-aided reading could create more proficient readers by offering a choice of various types of glosses to develop better vocabularies, greater background knowledge surrounding the text, and more effective reading strategies (Lyman-Hager and Davis, 1996: 775). Various studies argued that multimedia glossing is beneficial for reading comprehension and, consequently, for L2/FL vocabulary acquisition. Thus, Lomicka (1997) explored how multimedia annotations influenced the level of FL reading comprehension for students enrolled in a second semester French course. Three conditions were used when students were reading a text on the computer screen: full glossing, limited glossing, or no glossing. The results indicated that the students who had access to full glossing improved better than those who had access to either limited glossing or no glossing. Similar results were also suggested by Sakar and Ercetin (2004), who went even further and explored 44 adult intermediate-level EFL learners' preferences for hypermedia annotations. The results suggested that students preferred visual annotations to textual and audio annotations. Video and graphic annotations were accessed when students wanted to retrieve background information about the topic, and graphic annotations were used to illustrate the meanings of words.

In summary, it can be pointed out that vocabulary and reading comprehension are closely related, as it may be seen from the case studies presented above nearly all studies focused both on vocabulary and reading proficiency as they are influenced by multimedia. Vocabulary plays an important part in reading comprehension and techniques that are useful for vocabulary development (such as multimedia glossing) also benefit reading comprehension, and vice versa.

Teaching Principles

Given the fact that this paper has focused on various ways in which technology can assist in vocabulary acquisition and reading proficiency, the teaching principles that I suggest relate to the use of CALL in vocabulary and reading development.

First Principle: Instructors Should Pay More Attention to the Existence of Various Teaching Tools

The first principle I would like to propose is related to vocabulary acquisition and technology, namely, instructors should pay more attention to the existence of various teaching tools that help in vocabulary development, both traditional, and technology-enhanced. Apart from the traditional vocabulary teaching techniques (e.g. bilingual lists), instructors should also be aware of the potential of integrating technology in the language classroom. Thus, for vocabulary acquisition, instructors could make great use of technology by using multimedia glossed texts, electronic dictionaries, corpora and concordance software, as well as various vocabulary-building software.

Second Principle: Instructors Should Introduce Multimedia-glossed Texts into Their Vocabulary/Reading Classes

The second principle I propose is related to vocabulary development and glosses. As it can be concluded from the various research studies presented above, one great way to increase vocabulary acquisition and retention is the use of computerized reading passages enhanced with various types of glosses. As research has suggested, multimedia glossing triggers better results when compared to print glosses. Moreover, full glossing seems to be the best facilitator of vocabulary acquisition and reading comprehension, as opposed to little or non-glossed texts. In addition, best results in retention are triggered by picture + text annotations, whereas pronunciation, video, and audio glosses seem to correlate negatively with reading comprehension. Multimedia glossing is, however, a valuable tool that can assist in vocabulary acquisition and recall, as well as in reading proficiency and should, therefore, be integrated by TESOL instructors in their vocabulary and reading classes.

Third Principle: Instructors Should Be Acquainted with the Criteria for Software and Courseware Evaluation

The third principle I find of great value for future ESL and EFL teachers, as well as for L2/FL instructors in general, who decide to use technology in their classrooms, is that they should be acquainted with the criteria for software and courseware evaluation (e.g. goals, presentation, appropriateness, outcomes), as well as take into consideration two very important factors: time and effort. Teachers must be aware that there are many different types of software or online materials available for ESL / EFL, however, not all of them are valuable for classroom instruction. Some materials focus on specific skills, while others focus on a wide range of skills and strategies. Moreover, instructors should also ensure that the materials used in class are motivating for students and are at an optimum, 'i+1' difficulty level, so that progress can be attained. Teachers should also pay attention to students' level of familiarity with computers and keep in mind whether the chosen software will trigger the desired outcomes.

Fourth Principle: Instructors Should Keep Up with Current Methodology and Make Best Use of Visuals and Multimedia

A fourth principle I would like to propose is for CALL instructors / developers. Thus, given what we currently know about the reading process and the various aids that help increase vocabulary acquisition, it is important that computer-based instruction designed to teach vocabulary and / or reading skills, is based on the current knowledge and methodological principles about how to best teach them.

Moreover, good CALL programs should make best use of visual elements and multimedia glossing, as well as generate students' participation. The programs should be interactive, allowing the students to make choices. Also, they should consist of a wide range of different types of exercises in which students not only choose the right answers but also type in answers.

Conclusion

To conclude, there is a reciprocal relationship between vocabulary acquisition and reading comprehension. The better the students' vocabulary knowledge is, the better they perform with reading comprehension tasks. Similarly, the more the students read using the appropriate skills and strategies, the more their vocabulary develops. Multimedia plays an important part in both vocabulary acquisition and reading comprehension; therefore, instructors should be aware of the potential benefits of integrating technology in the language classroom.

Teaching ESL Reading Using Computers

Saad AlKahtani
alkahtan [at] pilot.msu.edu
Indiana University of Pennsylvania (USA)

Introduction

Using computers in ESL classroom is important for both teachers and learners. Computers can handle a range of activities and carry out programmed functions at amazing speed. They can check exercises after they are done, move students gradually from easier to more difficult exercises according to their levels and abilities. When students fail to answer questions correctly or perform activities, the computer can simulate, drill, or explain the phenomenon in a way that makes it easier for the learner to understand (Hoffman, 1996). However, technology, especially computers, has not yet gotten to the point where it can make a real difference in language instruction in ESL classroom. This paper will focus on the question of how ESL reading can be facilitated with computer applications for language teaching and learning. First, the paper will go over some of the available research on computers and ESL reading, and then discuss some programs and software that can be used in teaching and learning ESL reading for intermediate students. The chart below shows how far technology is involved in the ESL curriculum. It is a comparison of the field of ESL to some other disciplines in humanities in terms of technology integration into the curriculum.
graph

Previous Research

The development of computer-based reading curricula had been taking place before the existence of microcomputers in the late 1970s. Central mainframe computers dispatched instructional lessons to individual terminals in different locations. The relative difficulty in using mainframe computers for educational applications led developers to consider the more practical and affordable microcomputers. The availability of such computers encouraged stand-alone programs designed for a single reading skill (Reinking & Bowles, 1996).

The first major computer-based reading curriculum was the work of Richard Atkinson in 1964 at Stanford University which was supported by a grant from the U.S. Office of Education. The project was a first-grade reading curriculum aimed to lessen the need for classroom teachers (Atkinson, 1974).

Computer-based reading curricula continued to develop but were of a commercial nature. Though some research, primarily evaluative, was conducted, most computer-based reading curricula studies have been sponsored by the companies marketing them (Reinking et al, 1996).

These research attempts were exclusively for L1 reading. Only during the past ten years has the use of computers in the field of teaching second language reading been increasing. A variety of studies have shown the importance of using computers in ESL reading (Willet, 1992). Chun & Plass (1996) investigated how reading comprehension can be facilitated with a multimedia application for language learning. They studied the effects of a dynamic visual advance organizer on the macro level and the effects of multimedia annotations for single vocabulary items on the micro level. Furthermore, they examined the relationship between vocabulary acquisition and reading comprehension. The results of their study indicated that the visual advance organizer does aid in overall comprehension and that annotations of vocabulary items consisting of both visual and verbal information help more than verbal information only. Also, a moderate correlation between vocabulary knowledge and reading comprehension was found. Chun & Plass claimed that the results support the dual coding theory and its extension to multimedia learning and emphasize the significance of visual information in addition to verbal information to support both top-down and bottom-up processing in reading in a foreign language.

In another study to improve reading speed and comprehension of ESL students using computers, Culver (1991) implemented a computer reading program to determine the exit and entrance scores of ESL college students and to find out if their reading speed and comprehension would improve. The results showed some improvements for the majority of students in the target group with an overall increase of 3.9 grade level in reading rate. The results show important information about the effect of increasing reading speed on student comprehension as a result of employing computers. It was concluded that the computer was a good tool for improving students' reading rate despite the fact that increased speed did not lead to increased levels of comprehension for some students.

Chun D. & Plass J. (1997) based on underlying theories of L2 reading comprehension and text comprehension with multimedia, discussed "how L2 reading research is focusing increasingly on the cognitive processes involved in reading, that is, the interaction of lower-level, bottom-up processes such as vocabulary acquisition with higher level, top-down processes such as activating prior knowledge" (p.60). They merged this understanding with existing research on learning with technology to find out how students with different learning abilities put together "verbal and visual information". Their goal, in this study, was not to determine the effectiveness of multimedia on reading comprehension, but rather the learners who may benefit from multimedia instruction.

Whereas Chun & Plass used the underlying theory of L2 reading comprehension with multimedia, Preisinger, R. et al., (1988) used the schema theory as a basis to evaluate reading software programs. They developed criteria and questions to evaluate: 1) interactive capabilities of reading software (e.g. its flexibility, response to student errors, and ability to make a distinction between major and unimportant errors), 2) information processing (e.g. support of the use of prediction and problem solving strategies, use of text-based activities in the context of a reading passage, and encouragement of analyzing texts), 3) background knowledge (e.g. building schemata through pre-reading activities), and 4) general software construction and implementation. The goal of this study was to develop an evaluation tool based in light of a theory to help teachers choose the right reading programs for their students.

In drawing conclusion about the use of computers for reading instruction, previous research clearly supported the idea that computer-based instruction facilitates students' reading comprehension and increases their reading speed. This conclusion is supported by the results of the preceding studies and a series of other studies conducted by Kulik, Bangert, & Williams, 1983 who found significant increases in students' reading speed and comprehension across studies of computer-assisted reading instruction. These results should encourage ESL reading teachers to use computers in their classrooms not because they are "new technology" as reported by Wellington, 1995, but rather because of the positive results they bring to students' achievements.

Design

After examining the previous research that dealt with computers and reading, it was found that computers were very useful in many aspects of literacy instruction. Using computers in teaching ESL reading, however, did not get the attention it deserved. Most studies and software in the field were conducted and designed for L1 reading instruction. As a result, these activities aim to contribute to the field of second language reading instruction. The activities are designed for ESL students who are at the 450-500 TOEFL range and have previously had some type of beginning-level of ESL reading instruction and some basic computer literacy. This group of students may have difficulties with their reading comprehension and need to be prepared for freshman-level English reading or other college-level courses upon completion.

This paper will discuss three software programs that help ESL intermediate teachers to have their students practice reading using computers. The three software programs are: Mac Reader , StoryBoard, and Reading Galaxy. These activities are not meant to be used in one class period but rather in different classes depending on the type of reading we want to teach.

The first program, MacReader, is more concerned with sentences and paragraphs structures. Teacher scrambles the text and student reconstructs it. The teacher should choose the text to be centered from simple language resources that are suitable for ESL intermediate students. Once the text is entered, the program automatically shuffles it so that the students need to reconstruct it. There is a newer software called New Reader published by Hyperbole Software.

The second program, Storyboard, is concerned with text completion and vocabulary building. Learners enter words that are missing from the text by guessing them from the context. Both of these programs provide change to the classes regular activities and are used to train students to use reading strategies and become better readers. MacReader and Storyboard do not have any multimedia capabilities. There are no buzzes, beeps, sounds, colors, or any type of multimedia (AlKahtani & Abalhassan, 1999).

Reading Galaxy, on the other hand, has what the two programs lack in terms of interaction, sound, and music effects. students are interacting with the program while reading; they listen to the computer and follow the directions. Unlike, the other two programs, the teacher cannot add or remove any of the program contents. Thus, the role of the teacher is to "construct" the content in the first two programs and "facilitate" the content in the third program. The student's role is to reconstruct the content in the first two, and construct the meaning in the third one.

Activities

1-MacReader

Mac Reader by John McVicker, 1992 is Macintosh based and mainly teaches reading. It can be used for many other purposes such as using it for exams, homework, or group projects. It is the teacher who decides what the program should be used for. The program is a great supplement for ESL teachers and can provide a tremendous benefit to ESL intermediate students when they use it in their free time or when assigned by teacher. The skills that this software can be used for are reading, vocabulary building and writing. Other skills could indirectly be targeted by the use of this program (i.e. listening). For example, students can take notes while the teacher reads the text and start the exercise using notes took down during listening.

As for the reading exercises, when students click on "exercises", a pop up window gives six options: Read, timed reading, paced reading, cloze, sentence jumble, and paragraph jumble. The program is based on one group of exercises that are accessed by two icons found under the group "MacReader". One of these two icons is a glossary for adding vocabulary. Teachers need to have a password to access control programs that are used to author the texts or add to the vocabulary lists. The "Notes" icon accesses students' scores and is available for students as well as for teachers.

Exercises:

1-Read:
This exercise is previously authored. The teacher can choose the topics and decide the level of difficulty of texts. The student is assigned a text, prepared by the teacher or randomly chooses a text that is part of the software. Here, the student reads through the text and when the first page is finished, two arrows lead to turning the page to continue the reading until the text is finished. The back arrow allows students to go back to revise or relate the text parts. The title of the text is shown at the top of the new page as: " Current Text "Title...".. The session name ''Read'' is shown at the top left corner of the program. If students complete the text and click on the right button, a pop up message asks if they are interested in another exercise. Another feature of this program is the capability of defining new vocabulary by just clicking on any of them.
2-Timed Reading:
This exercise is for reading speed. Certain topics are provided and students can choose what interested them the most.
3-Paced Reading:
This exercise enables students to choose the pace that fits their reading ability using a bar indicating the numbers of words per minute. Another button appears beside the bar to stop the reading. It will be indicated in the notes that the reader stopped the paced reading. As a result, the round will not be counted but canceled. students might experiment until an appropriate speed is found.
4- Cloze:
This exercise is a reading comprehension exercise, which asks students to replace missing words. When students select CLOZE from the exercise button, they should see the dialog box below:

Delete one word every HOW MANY?
Enter a number between 2 and 15
(OK) (Cancel)

Student may type a number between 2 and 15 in the dialog box and click ''OK''. CLOZE exercises replace words from the text with numbers. If a student chooses the number 5, for instance, every fifth word in the text will be replaced with a number. Thus, the bigger the number, the easier the exercise. To work on the exercise, students will need to click a number in the text to select it, then will type the missing word. students can press the 'return' key or click the 'answer' button to check their work. If students need help, they can click the "Hint" button, which will show three options:

  • By number of letters
  • By showing the first letter
  • By definition
5- Sentence Jumble:
This exercise is also for reading comprehension. It automatically mixes up the sentences from any paragraph a student selects. As with most of this program activities, the paragraph which is used can be from the software or be prepared by the teacher before hand. The computer does the jumble of sentences automatically and randomly.
6- Paragraph Jumble:
Paragraph Jumble is a similar exercise to the Sentence Jumble above. It just handles paragraphs. This exercise requires more advanced students unless the texts are abridged or chosen from simple language resources.
7- Glossary:
Besides authoring the texts to be used for the exercise, teachers can also add vocabulary to the program using the icon "Glossary" in the program group. This feature helps teachers customize the program to fit their students' needs. EAP programs could utilize this feature to serve their goals like teaching their students certain lists of vocabulary. This feature adds a great deal to the merits of this program

2-StoryBoard

Another program that is effective when used as an ESL reading activity is a program called Storyboardpublished by Wida Software. The program is a classical text reconstruction. Teacher scrambles the text, and learners rebuild it by guessing words. In doing so, a wide range of language skills are involved.

Storyboard is a popular and flexible activity, equally at home, in the classroom, and at the computer lab center. It is part of a software package including nine other different programs like: Spell Master, Match Master, Choice Master...etc.

Storyboard is a program that teachers can use to improve their students' reading strategies, build up their vocabulary, and help them practice prediction and guessing. It a is good supplement for teachers to reinforce their regular activities. Like many CALL programs, this program provides change to the class's regular activities. Teachers can use this program to support their reading classes and train students to use reading strategies. students become better readers using their guessing abilities.

Each word in the text is replaced by small squares; one square representing each letter. Learners, working individually or in a small group, reconstruct the text, one word at a time. If they guess correctly, all the occurrences of the word in the text appear. There is no need to start at the beginning of the text. Learners start by entering the words they feel sure about, such as 'grammar words', like "the". As each word is found, the structure of the text becomes clearer and further guesses become easier. Teachers can save and access their students' files. Unlike Mac Reader, students' scores are saved and cannot be changed by students. If a student for example decides to look at the text as a whole, the program will automatically detect that action and save it for teacher to notice.

Program Overview:

Storyboard consists of two programs. The first program is called "The student Program" which is designated for the students' use. The second program is for the teacher to author the texts and all the relevant functions like the introduction, hints, and help. Following is a brief description of how these programs work.
1. The student program (sb):
When the student runs the program, a list of titles, which are supposedly prepared by the teacher or included in the software, appears on the screen entitled: "open file". When a topic is chosen, another screen is displayed showing the introduction for the chosen topic. The student will then choose one of the following choices:
  • Hide all Words
  • Show given words
  • Cancel
The first choice, displays the text with only squares (representing words) and circles (for words about which a hint can be provided. All words are hidden but the punctuation marks. Small windows show the following in the margin of the hidden text:

Last guess ....... Words found ........... Guess a word: .........

The second choice "Show given Words" shows the text with all the words, which the teacher has decided to show to the students according to the lesson plan. The same interface will be displayed.

The students write the word in the space provided after clicking the hidden word to be guessed. Four options are listed vertically on the right of the screen showing:

  1. Letter: to know a certain letter after assigning it by the cursor.
  2. Word: to know a certain word after choosing it by the cursor.
  3. Hint: to know more about a word that is replaced by circles.
  4. Text: to show the whole text.
The main Menu:

File, See, Options, Window, and Configure are the items that appear in the main menu. Under each of those items, the student should find different functions needed to run the exercise and check results.

Any move that the student makes is saved automatically and could be checked by the student or the teacher at any time. To review the scores, a student can choose "score" from "see" in the main menu.

2. The Teacher Program (sbt) :
This program is basically for the teacher to author the texts and prepare lessons. The program allows teachers to do the following:
  1. Text authoring:

  2. Teacher can import authentic material or just type and save them in the program.
  3. Help:

  4. Three help options (help 1, help 2, help 3) are written by the teacher in a way that fits the lesson topic and purpose.
  5. Given words:

  6. In order to allow some flexibility to the lesson, the teacher may show some words to the students according to the lesson plan.
  7. Hints.

  8. The teacher can provide some hints to help students complete the exercises.
The main Menu:

The main menu includes: files, edit, authoring, search, window, and configure. This menu is different from the student program's menu. The authoring item is the main difference. student files could be saved and reviewed under the item "File".

3-Reading Galaxy

Reading Galaxy is another program that can be used for ESL intermediate students. In this program, students explore great literature while developing important reading and thinking skills. The program states the following uses :

Reading Comprehension: students construct meaning by interacting with a text, for example:

  • reading the text to answer multiple choice questions (in Ganymede Squares Game)
  • reading the text to determine the accuracy of alien claims (in To Tale the Truth Game).
  • reading about authors (alien authors) to answer questions about them (in Metro Match Game).
Vocabulary Building: students understand new words in context and remembering them, for example:
  • selecting correct answers (in Ganymede Squares Game).
  • decoding secret phrases (in Stump the Human Game).
  • decoding hidden phrases (in Meteor Match Game).
Reading for detail: students identify supporting information in a text, for example:
  • reading alien claims first, and then going to the text for the answer (in To Tale the Truth).
  • reading texts to answer questions (in Beat the Krok).
Literary Appreciation: Students understand and appreciate literary conventions such as character, setting, and plot, for example:
  • answering questions about characters (in Charlotte's Web in Ganymede Squares).
  • answering questions about the setting of the Wizard of OZ (in Beat the Krok).
  • answering questions about the plot of secret of the Andes (in To Tale the Truth).
Using Context Clues: students use surrounding words and sentences to guess the meaning of new words, for example:
  • matching answers to clues (in Ganymede Squers).
  • filling in blanks in hidden phrases (in Beat the Krok)
  • completing secret phrases (in Stump the Human).
Follow Directions: students attend to detail in order to accomplish tasks, for example :
  • reading and following game instructions (in Ganymede Squares).
  • following audio instructions (in Meteor Match)
  • reading clues (in To Tale the Truth).
Logical Thinking: students use deductive reasoning and inference to understand meaning, for example:
  • determining the accuracy of alien claims (in To Tale the Truth).
  • figuring out what's wrong with the picture (in Stump the Human).
Though this program is not designed for ESL students, ESL reading teachers can make use of it with ESL intermediate students. The program can be used for various types of reading purposes such as vocabulary building, reading for specific information, and problem solving. It can be also used for listening comprehension where students listen to a passage read by the computer and then answer questions asked by the computer. Though this program can tackle these skills, the main purpose of the program is to develop the reading comprehension skill in the first place.

In a reading lesson, the Reading Galaxy program can be used as pre-reading, reading, and post reading activities. For the pre-reading activity, the teacher may need to connect the computer to an LCD panel to project the text for students. The teacher then chooses one of the passages that are available among the program options such as the (Warst of the Wurst ) which has a passage of four episodes. By clicking the buttons Read Passage and then Voice, the computer will start reading the text highlighting each sentence as it reads. students may take notes while listening. The teacher then asks students to talk about what they understood from the passage using their notes. This would stimulate students' interest and activate their prior knowledge of the content.

For the reading activity, students will have four minutes to skim the four episodes, one minute for each episode, to find out the main idea. They will be given another 10 minutes to read it again slowly and carefully. The teacher then commands the computer to test students' comprehension by asking them questions related to the passage they have been reading. Clicking the button where it reads "BEGIN" can do this.

For the post reading activity, students can play games related to the reading passage. Such activities would facilitate the students' reading and comprehension of a text. Activities like these can be done from time to time by taking students to the laboratory or by bringing a portable computer to the classroom connected to an LCD panel which would allow the class to see the text to be read. students can practice these activities and other similar activities individually in the lab. The teacher can assign one of the laboratory computers to be used for this purpose

Conclusion

Little has been achieved on computer integration into ESL curricula in general and ESL reading in particular. Some promising research in the field, however, is already showing some progress. The findings of such research efforts are encouraging and should be of great benefit to teachers who choose to use computers in their classrooms. Today's teachers cannot let technological revolution pass by without using it to serve their language teaching goals. Having said that, teachers are advised to consider what the computer industry offers for their classrooms, and should, consequently, seek the necessary training to use them efficiently. ESL reading software programs should not be restricted to only classroom use. Since teachers seek to help their students become independent learners, these programs are very useful for teachers as well as students to achieve that goal.

Integrating CALL into the Writing Curriculum

Kevin Cunningham
arkcunn [at] kmug.org
http://www.sanynet.ne.jp/~gromit/cunningham_home.html
Osaka Seikei Women's Junior College (Osaka, Japan)

In this article I will first, submit some background information in support of using computers for language-learning instruction. Next, I will briefly outline the work I have done to incorporate computers into my writing courses. Also included are results of a student-based attitude survey that is taken from current classes that will hopefully serve to further endorse my position. Lastly, I would like to present an overview for integrating CALL into the curriculum.

Background Information

Computers have been used for instructional purposes since the 1960's. Applications have been implemented on different generations of computers since that time. With the development of personal computers in the 1980's, a plethora of (CAL) Computer-Assisted Learning software was produced for stand-alone desktop computers of many types. Computer-Assisted Language Learning (CALL) is the application of CAL to language learning and teaching. Methodologically it is a highly eclectic field, borrowing from CAL and Applied Linguistics. CALL program types may be classified in many different ways:
General Category Sub-category
Tools Text processors
Voice processing programs
Communications programs
Instructional Programs Drills and practice
Tutorials
Exploratory programs
Simulations games hypermedia
Databases Information sources
Databases
Text corpuses
Hypermedia
Testing Programs Computer based language tests, including adaptive tests

Regardless of the specific methodology used, language teachers have generally found it desirable to present new items through meaningful content; in fact, 'contextualizing' lesson presentations have become a widely accepted rule of good language teaching. (Brinton et al., 1989) Language learning takes place most effectively in social settings through communication. An important part of teaching is to structure opportunities for communication for the learner - the learner must be communicating about something real and interesting. Through Computer Mediated Communication (CMC) a wide range of communication channels are possible.

Types of Computer Mediated Communication

Type Brief Description
Electronic mail Electronic communication (written or voice) between individuals.
List Servers Applications which will distribute messages to all subscribers on a list. Includes facilities for subscribing, un-subscribing and moderation of postings.
Computer Conferencing Software which manages conferencing on computer networks.
Bulletin Boards An electronic space for notices for particular interest groups.

Today, researchers are actively probing the effectiveness of computer assisted instruction (CAI) and computer-assisted language learning (CALL) in traditional and novel ways. These past and contemporary research investigations have implications for the CAI/CALL course designers (to help them construct effective software), the classroom teachers (to help them optimize content and language learning with the aid of computers), and the school administrators (to assist them with purchase and effective utilization of computers in the school environment). Some of the questions that have been posed are:

  • Can computer applications help improve student performance in basic skills and other key areas?
  • For what specific skill areas, grade levels, and content areas are computer applications most effective?
  • Which kinds and levels of students seem to profit most from using computers to learn?
  • Which kinds of computer applications are most effective for which skill and content areas?
  • Can computer applications improve students' attitudes toward school, learning, and their abilities to learn?
  • Will improved attitudes translate into better performance in school?
In an attempt to answer some of these questions researchers, Neu and Scarcella note the following claims made in the literature:
  • writing quality of students can be improved by using word processing;
  • higher grades tend to be achieved for word processed assignments;
  • affective factors such as attitudes towards writing and motivation can be improved; and
  • willingness to write multiple drafts is higher when word processing is used.
As the use of word processing becomes generalized, the focus of research in this area is changing away from comparisons of achievement and attitudes between computing and non- computing environments, and towards description and analysis of the ways in which the technology can support writing development. There is more interest now also on educational and social role changes in response to new technology.

The Writing Process

The following, outlines the approaches I have used to enhance writing development with the aid of computers.

Guided Writing:

Text repair type exercises may require the student to modify or correct text to address redundancy, misspelling, grammatical error and errors of fact. 'Cloze' type exercises. The marking and moving functions of word processors can be used in exercises that require students to order jumbled text. Such exercises provide practice in the recognition and understanding of the use discourse markers.

Free Writing:

A number of positive effects are claimed for using word processing in a process approach. The most obvious point that drudgery in the revision and refinement of writing is significantly reduced. Students can develop a more positive approach to writing; that writing quality is improved by the increase in the number and complexity of revision operations; that the writer is freer to experiment and think without committing to paper.

Using the Computer as a Stimulus for Writing:

Students tend to be more motivated to write for real reasons - communicating with a friend about a mutual interest, writing to a magazine or for a magazine, preparing information for a bulletin board, taking part in an on-line discussion or debate. In these situations there is a real audience, or readership, and the student writer will take care to address this readership appropriately, attractively or persuasively as the need is perceived.

Classroom Implementation

To utilize the CALL programs that I have acquired, I have introduced a system of computer usage which I have designated the name " Work Station." At each of the stations, I have installed various programs, which aim to enable or enhance an aspect of language learning. Software has been integrated into the writing course in an attempt to improve the quality and quantity of the students' output. The students are assembled into pairs, triads, quads or may even work alone depending upon the criteria of the particular program and its' goals.

While the course has a writing focus, all four macro skills are employed with additional tasks provided to improve grammar and vocabulary. Enough comprehensible input is supplied by the software and by student peers in an attempt to augment second language acquisition. Each "Work Station" has accompanying it, a complete set of simple instructions with time parameters set for the students to follow. Working in their groups or individually, and within the time constraints, the students are free to explore and work through the various assignments supplied by the respective software. Some of the programs are authorable; allowing me the freedom to change and/or create any assignments as may be necessary.

The software seems to supply enough impetus that I can act as a facilitator, in the dual role of technical advisor, should problems arise, but more often as a guide, correspondent, motivator or challenger. I feel this is in keeping with current EFL pedagogy, which expounds that more responsibility for learning be placed upon the learner. The accompanying appendices will illustrate how the "Work Stations" are set up and how student accountability is supervised. Additionally, I have included a copy of a survey given to the students to measure their attitude toward using computers in the writing classroom.

The Study

A preliminary study was undertaken to assess students' attitudes toward the word processing experience in the EFL writing class. A total of thirty-seven EFL learners enrolled in writing classes completed survey questionnaires eliciting their attitudes toward their experience in the computer-assisted classroom. The findings indicated the following:
  1. Fully 88% of the students believed the computer helped them to improve their writing skills;
  2. 53% found it was not difficult to learn to use the computer.
A questionnaire was constructed to elicit student perceptions about the advantages and disadvantages of using computers, to determine whether they experienced difficulty learning to use the computer and to do word processing, and to gather some information about their writing behaviors during word processing.

Subjects

Thirty-seven Japanese female undergraduate students enrolled in EFL writing classes served as subjects in the study.

Instrument

The questionnaire contained 37 statements with which the subjects had to agree or disagree. A 4-point scale was used (from 1 = Agree Strongly to 4 = Disagree Strongly). The questionnaires were administered during the second semester of the school year, when the students had been using the computers on a regular basis so that the halo effect for the new technological "toy" would be lessened to a degree.

Results

Analysis of the data indicated that students, in general, found the word-processing class to be challenging and non threatening, and believed that word processing benefited their performance in writing. They also felt that using word processing helped concentrate their attention on certain aspects of their writing (e.g., grammar, word choice and organization). The results of this study suggest that students do perceive the value of word processing (e.g., they felt they receive better grades on word-processed papers). They also felt that word processing helps them pay attention to the mechanics of their writing; they reported paying more attention to various aspects of the mechanics of their writing during word processing, but the aspects to which they attended were perhaps not those that might have been expected; they did not pay more attention to spelling and punctuation, but to grammar, vocabulary, and the organization of their papers. Although students indicated that they paid more attention to mechanics when word processing than when writing by other means, they still expressed a preference for computer-based writing. These positive attitudes toward writing on the computer should contribute to improving their writing abilities by increasing their willingness to write and revise, and to write and share their writing with others.

It is important to highlight some of the limitations of this study. First, perhaps most important, baseline data need to be obtained from comparable groups of EFL students enrolled in writing classes held in traditional classrooms. Ideally, learners in a control group (taught in traditional classrooms) should be taught by the same teacher and with the same materials and curriculum as learners in the computer classroom. In addition, the learners in both groups should be matched for first and second language writing proficiency and first language background. Data obtained from a control group could provide valuable insights concerning the attitudes that are affected by the use of the computers and word processing rather than by other factors (e.g., the materials or teachers).

Integrating CALL into the Curriculum

The field of CALL is highly eclectic. In order to maximize our chances of using CALL effectively, we need to think carefully about how CALL will be integrated into the language learning curriculum. There are a number of factors to consider: the learners, the teacher, the curriculum and the learning environment. We should recognize that a particular culture of learning exists in an educational setting. Part of this culture is the physical, technological and organizational environment.

In an environment where there is limited access to media, computers and other technology, either by regulation or the situation of facilities, learners and teachers are less likely to engage with information technology and other media. However, where access to media and technology through libraries and resources and computing center is encouraged, there is a greater likelihood for success with an innovation like CALL.

Flexibility in school organization and timetables is also a necessary condition for an approach to learning, which includes self-access, independent research and practice. Excellent facilities are often wasted because the people for whom they are intended are not free to make use of them.

The learning environment includes the broad curriculum and the language curriculum. The use of computers in teaching and learning invariably leads to a greater degree of learner activity and, hopefully, control. Highly structured, content dominated, teacher centered approaches to curriculum and teaching practice are unlikely to be conducive to effective use of CALL.

It is most important that the level of preparedness of learners is assessed in CALL. There are many factors that influence this preparedness:

  • 1st, 2nd language: Are the available materials suitable or adaptable for the type of language learner? For instance, first and second language learners are likely to react in markedly different ways to the same activity or material.
  • Age: Are the available CALL materials suitable for the age and academic level of the learners?
  • Independence: As CALL generally requires a degree of independence and also a willingness to cooperate in the learner, we need to ask whether these qualities are sufficiently developed in the target learner or group.
  • Motivation: Are computer-based activities likely to be attractive to the target group? Will they be sufficiently motivated to work in this mode?
  • Computer Literacy: There is a school of thought that believes that computer literacy should be acquired 'naturally' through learning with computers. In contrast, there is strong support for specific computer literacy training - for example keyboard skills, word processing skills, the use of databases and communications programs. There is a danger that if initial training is not provided, the required skills are not developed thoroughly. There is also a danger that the learner's attention is distracted by technical details and cannot concentrate on the language learning task at hand.

The Language Teacher

The role of the teacher in CALL is a crucial one. Computers have changed the role of the teacher (and of the learner). We rely increasingly on information technology as the source of data and information and less on the teacher as the source of information. The teacher's role as facilitator of learning - as guide, correspondent, motivator, and challenger - has increased in importance.

When considering the use of CALL in the language curriculum, we should analyze the teacher's preferred language teaching styles to see whether they can successfully accommodate the CALL programs and materials that are envisaged. A communicative language learning approach for example could be enhanced by the use of computer mediated communication. CALL programs that are based on graded practice in formal aspects of language would perhaps not be integrated as successfully into a 'communicative' classroom, but may be a useful supplement in a self-access mode for specific learners.

Does the teacher have the technical competence required to manage the installation and use of CALL programs and materials? Enthusiasm often wanes when technical difficulties crop up too frequently. Support from a member of the technical staff or the computing center is often necessary and problems can arise if this is not available. CALL interest groups, consisting of other teachers, can be a great support for the individual teacher, assisting in the identification of suitable material, teaching methods and technical trouble shooting. As an example of this, there exist numerous forums pertaining to CALL that can be readily accessed through e-mail.

CALL is not a Hammer and not Every Teaching Problem is a Nail!

Changing Expectations of Computers in the Classroom

Judy F. Chen
jfc [at] rs1.occc.edu.tw
http://www.occc.edu.tw/~jfc/
The Overseas Chinese College of Commerce (Taichung, Taiwan, ROC)

CAI and CALL Application in Taiwan

Past

When looking at CAI (Computer Assisted Instruction) and CALL (Computer Assisted Language Learning) in Taiwan (R.O.C.), it is clear that application of these technologies, in the classroom, is in its embryonic stage. Through a combination of factors, computers have generally not entered the R.O.C. language scene. These factors include, but are not limited to:
  • General lack of computerization of schools in the R.O.C.

An observer outside of Taiwan would be surprised that one of the world's technology manufacturing centers actually has been slow to adopt computers in its schools. This situation, however, is undergoing change as the R.O.C. Ministry of Education places more emphasis on computer use in educational institutions.

  • Lack of access to mainframes and minis, on which many CAI and CALL software was originally developed

Computer departments have traditionally limited access of their mainframes and minis to computer majors. Since PCs have existed only since the early 1980s, most software, and especially powerful software often needed in CAI, has been developed on mainframe computers. This has changed, however, as PCs have taken over as the workhorses of the computer revolution and computer departments quickly upgraded their machines, thus leaving many "outdated," yet still useful, 8086, 80286 and 80386 computers with no users. On the software side, 80386 and 80486 computers, combined with modern programming technologies (Sarna & Febish, 1993) can match and even surpass the computing power of many mainframes in existence only a decade earlier.

  • Needed technology only recently commercialized, i.e., powerful computer packages: 80486 CPUs, sound cards and CD-ROMs

The rapidly dropping prices of computers has allowed English departments to gain access to used machines as well as newer 80486 machines. Economies of scale in the manufacturing and distribution of "multimedia" compatible computers now means that for under NT$40,000 (approximately US$1,500) an individual system can be purchased that runs the most up-to-date software capable of producing moving graphics, video and good quality sound.

  • Expenditures of time and money for non-computer based "language labs" that are not perceived as successful teaching tools

The factors cited above are of a structural nature and have not been influenced by language teachers. One last factor I will cite is directly related to language teachers and the previous "technology solution" for language learners, i.e., the audiolingual methods, from the late fifties and early sixties, as applied in the language lab. Although many of the motivating theories have since been supplanted, the language labs go on. Schools nearly everywhere around the world automatically include labs as part of any English program (Strei, 1979).

It is likely that negative experiences with language labs has led teachers to be skeptical of new technologies in the classroom. Many Taiwan schools have installed language lab equipment that allows a class of students to listen to recorded conversations through headphones, equipped with microphones, while a teacher can send instructions, listen into and monitor students through a central control panel.

Often, the engineers who installed such equipment did not understand all the features and installation requirements and certainly had little grasp of the pedagogical applications. The result was that at many locations, these language labs simply have became glorified, and expensive, tape players. The equipment actually served to separate the students from the teacher and encouraged less motivated students to daydream through the class period. Such experience is not unique to Taiwan, nor is it new, but may be endemic to language labs (Kirpal 1979). Teachers are often placed in these labs with no training, not even a manual on the lab's features and use, while a class of fifty students wait for the teacher to assimilate. With teachers struggling to find use of the technology they already have, it is unrealistic to expect them to quickly swallow another "technology solution" pill.

Present

In the past decade, numerous academics have examined the application of CAI in Taiwan classrooms. From the very start, teachers have realized that computers have enormous potential. Of special interest is the realization that CAI may be especially useful in the Taiwan situation where writing students are often at a low level of skill attainment and class size is large (Chen, 1988).

Many teachers, domestic and foreign have observed that students generally have a positive attitude toward technology in the classroom. Studies have consistently shown that students have positive attitudes about computer technology being used in the classroom and that such technology does have a positive impact (Warden, 1995; Chen, 1988; Nash et al., 1989; Brady, 1990; Herrmann, 1987; Johnson, 1988; Phinney & Mathis, 1988).

However, such attitudes and results may simply reflect the "normal" outlook of most people who live in the Computer Age. Academics such as Pennington (1991) and Thiesmeyer (1989) warn of rushing into CALL without solid evidence of its benefits. Such caution is justified since all of the cultural signals being sent every day, support the believe that technology is good, and that specifically computers are helpful in nearly every human endeavor. Even expressing the slightest doubts about the usefulness of computers is likely to result in one being labeled as a Luddite. Classroom research of CAI must avoid such dogmatism and not make any apriori conclusions.

Future

Clearly, adoption of CAI and CALL approaches will not, and should not, spread until measurable benefits can be seen not only for students but also for teachers. More research into actual results of CAI application results must be performed. All too often, CAI is becoming confused with multimedia and the Information Superhighway. These are useful tools, but are they germane to CAI? I would assert that they are not CAI simply when they are used in the classroom. Although many apriori conclusions can be reached about their effectiveness, it is only after careful research into results that a tool can be justified as having CAI application.

Researchers must make a determination about the pedagogical outcomes of new, and old, CAI software. Some points important to any CAI investigation include:

Avoiding Hawthorne effects that are common in this area

It is quite obvious to any group of students that they are being observed when said group is allowed access to computer equipment and software while others are not. Even the use of class time to introduce computer language labs and/or software rips away the mask of the researcher. Rather than creating research situations that invite the Hawthorne effect, researchers should look into applying some type of technology to all groups being studied. Some groups are actually using the teaching technology in question, while others are receiving a placebo.

Not questioning attitudes about technology

Direct questioning of subjects about the technology in question is certain to illicit inaccurate and irrelevant information. First of all, societal pressures encourage positive responses towards technology. Anyone, especially young people, who does not like technology often is of the opinion that such an attitude is a reflection of his/her own deficiencies. Secondly, direct attitude questions about the material being tested is simply not accurate. If we were to show Mickey Mouse cartoons to one group of students and then had a different group of students read Shakespeare, the results from a direct question about material is obvious. Although details about comprehensible input could be argued ad infinitum, language researchers must understand that it is results that matter and not intermediate attitudes, which are shifting and vacillating at best.

Not judging the software interface but looking for real language improvement results

Somewhat related to the above point, this problem stems from interfaces that today can include animation, actual video clips, dialogue and music. The multimedia revolution has arrived and anyone who looks at some well produced, slick multimedia titles cannot help but to be impressed. However, it is not uncommon that the newness factor wears off quickly and a multimedia title that looked so slick the first few viewings is later found to be empty of real content. The computer screen that shows moving colorful pictures is interesting to the teacher who buys the title, but we must consider the students who will use the software many times over in their attempts to improve their language skills. Will such moving pictures and sound look good after the tenth time around, or will they simply become an annoyance? Content must be paramount in our investigations.

Communicative Language Teaching in a Multimedia Language Lab

Huang, Shih-Jen
ufpadata [at] ms6.hinet.net
Liu, Hsiao-Fang
hfliu [at] cc.fy.edu.tw
Fooyin Institute of Technology (Taiwan)

1.0. Introduction

Due to the impact and influence of information technology on society and education, computer-assisted language learning is becoming the trend in foreign language teaching. Interactive computer network allows students to test the result of learning without the risk of being punished for any mistake. Learning does not have to be a pressure. Computer-assisted language learning can reduce the anxiety of students and turns out to be a positive side of learning (Gates, 1997).

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?

2.0.Review of Literature

Many researchers have helped develop the theory and practice the Communicative Language Teaching Approach (Brown, 1987; Brumfit & Johnson, 1979; Hymes, 1972; Nattinger, 1984; Nunan,1987 & 1989; Richards & Rodgers, 1986; Rossner, 1988; Savingnon, 1983; White, 1989; Yalden, 1983). The underlying theory of the CLT approach is the communicative competence (Hymes, 1972) . Students do not simply learn the linguistic structures and grammar rules. They have to learn how to use the language properly. Littlewood (1981) described the CLT approach that one of the most characteristic features of communicative language teaching is that it pay systematic attention to functional as well as structural aspects of language. In reaction to the grammar-translation and audio-lingual methods, the CLT approach emphasizes the communicative activities that involve the real use of language in daily life situation.

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.

3.0.Methodology

Subjects

The present study was conducted in the spring semester of 1998. Subjects were 45 second-year students in the five-year program of the Department of Foreign Languages at Fooyin Institute of Technology, Taiwan. The study took place in the setting of the students "Oral Practice" course. The aim of the course in the second semester was to further expand students' English oral skills to a more composition-like style. The teacher and students met for one 2 hour session every week.

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.

Setting

The instructor did not instruct and guide the English conversation practice in a classroom merely equipped with only desks, chairs, and a large blackboard. Instead, the course was carried out in a multimedia computer language lab (multimedia lab hereafter). There are fifty six Pentium class desktops in the lab. They are all networked. Two computers are set for instructor use only.

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.

Design

The design of this study basically follows Huang (1997). The subjects were paired in groups. Students were assigned a topic for every meeting in the class. First, students began to play a computer simulation software, SimTown, and designed a simulated town on the computer. Next, they had to work on the assignment based on the assigned topic and the created city.

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.

Data Collection

The data was obtained through teacher classroom observation and a group interview of five randomly selected students.
The purpose of the interview session tended to further understand the student's attitudes toward the CLT approach and the multimedia lab. The students, including three male students and two female students, were randomly selected. The interview was conducted in Chinese at the end of the 1998 spring semester. The interview session lasted about twenty minutes in a question and answer manner and the contents of the interview were noted down. Before the group interview, the five students were briefed about the nature of the interview.

4.0. Discussion

What are the similarities and differences of language teaching and learning between a traditional classroom and a multimedia language lab under the communicative framework?

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

"less threat and anxiety were as an advantage of simulations, but the opposite can also be true, because simulations call for intensive interaction among participants, and the results of decisions and suggestions a student may make are immediately apparent to participants. Simulations can be more threatening and more anxiety provoking than traditional lecture methods." (p.185) They must experiment playing with it. However, the teacher assistance will help them smooth out the difficulty and they will be very glad to engage in all communicative activities based on the computer software.

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.

5.0. Limitations and Implication

In conclusion, on the basis of the previous discussion, this study does not present enough evidence to show that the communicative language teaching method is more effective than it is in the traditional classroom. However, this study would like to suggest some directions for teachers' reference.

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.

Internet Treasure Hunts - A Treasure of an Activity for Students Learning English

Ian Brown
ijbrown [at] netspace.net.au
Australian Pacific College (Sydney, Australia)

Originallly presented at the
1999 ACTA-ATESOL National Conference - TESOL Matters for the Millennium
Sydney, Australia, 17-21 January 1999

Introduction

The most successful activity I have been using involving the Internet and the World Wide Web is Internet Treasure Hunts (or Scavenger Huntsas they are alternatively known).

In an Internet Treasure Hunt students, working cooperatively in groups of two or three to a computer connected to the WWW, use Netscape to search for answers to a variety of questions by searching various Web sites and pages for the answers. There are a number of such activities already prepared, online and free to use from Web pages that include hyperlinks to the sites that need to be accessed to find the answers to the hunt. This means a search engine does not need to be used in these Treasure Hunts. Several of the Online Treasure Huntshave been specifically designed for ESL students and the Internet TESL Journal at http://iteslj.org/th/ maintains a useful link to a collection of these.

Other prepared Treasure Hunts can be found on the WWW. Some are for ESL students and others are designed for Primary or High school students but can often be used with ESL students as well. Alternatively, teachers can make up their own and even publish them on the web through their own homepage or through a site such as the Internet TESL Journal. A variation on the Treasure Hunt, which includes hyperlinks to the sites where the answers are found, is one without these links necessitating the use of search engines. Although this is easier for the teacher to prepare it is far more difficult for students to complete and I recommend them for use only with students who are of particularly high level and fully conversant with the use of the Internet. A further variation of the unlinked Treasure Hunt is the Web Quest which is a longer term project designed for native speakers that involves more complicated tasks, than just answering a few questions, and can take weeks to complete. This type of quest is less suitable for my teaching situation but could be very valuable for teachers in a different situation. ( http://edweb.sdsu.edu/webquest/webquest.html has more information on these.)

Background

The students I teach are mostly young adults from Asian and European countries aged in their twenties although sometimes there are a few older students in their thirties or forties. Their educational background is mixed with most having graduated from high school and many, but not all currently undertaking or having graduated from university or college in their home countries. Others have various types of work experience. Some students have never traveled outside of their home countries before and enter the college immediately on their arrival in Sydney so that it is their first experiences outside of their home countries. Most have graduated high school or college in their home country and some have varied work experience. Although, some students have been exposed to different styles of language learning at other private language institutions in Australia or their home countries, many are only familiar with the style of language teaching used in the high schools and colleges of their home countries which in many cases means a strong leaning to Grammar Translation methodology. Students are learning English in Australia for a variety of reasons including to continue on to further study in Australia, to enhance their job prospects in their home countries or to make friends with Australians and get more out of their stay in Australia. Class size at any time is around 10 to 15 students and includes a mix of male and female. At Intermediate level students will have been exposed to at least 900 hour of English and their level corresponds to an approximate rating on the ASLPR scale of between 2 and 3 for the four macros skills.

Computer knowledge and skills of the students is mixed with some quite conversant with using Netscape and the Internet whilst others are just using it for the first time.

The World Wide Web

The WWW can be thought of as the largest library in the world, with Web sites the equivalents of books, full of information in English on almost any topic that can be imagined making it a vast storehouse of free and authentic materials for the ESL teacher to use. The Web pages contain not only text and pictures but also sounds, music, animation and movies and are linked together differently to the linear method of books and page numbers through the use of hyperlinks whereby clicking on a textual or graphic link transports you directly to a different page in a different book.

Linda Mak on http://www.hku.hk/ssrc/newLearn.html lists some ways in which language learning on the Web is different from conventional classroom learning.

Traditional Language Learning       Web-based Language Learning
----------------------------- ---------------------------
Linear presentation Hypertext, Multimedia
Not motivating High motivation
Receptive learning Self-paced, Self-access
High teacher control High learner control
One-to-many (teacher to students) Individual + many to many
Limited resources Unlimited, update information

Relevant to Internet Treasure Hunts she goes on to say

Let me take a few examples to show you how the WWW provides more choices and resources for language learners than conventional classrooms or self-access learning centres. Conventionally, when we read a passage or an essay in print form, the information is linear and there is only one route for readers to continue. Though you may choose to skim or skip any part, the passage is an end in itself. On the WWW, however, information is presented in hypertext and multi-routes are permitted. You may stop at any point to click on a highlighted phrase and jump to other support information, such as a glossary of difficult/ technical terms, the background of the author or society, the pronunciation of words, etc. What's more interesting is: there can be no end to the WWW document you are reading, as you may read a related document written by another author and follow links after link to browse around WWW documents in different parts of the world.
Warschauer in his article in the Internet TESL Journal http://iteslj.org/Articles/Warschauer-Internet.html lists some guidelines for using the Internet for teaching English:
  1. Consider Carefully Your Goals
  2. Think Integration
  3. Don't Underestimate the Complexity
  4. Provide Necessary Support
  5. Involve Students in Decisions
He links the learner centred curriculum to the Internet enhanced classroom and proposes that the 'teachers contribution in a learner centred, network enhanced classroom include coordinating group planning, focusing students' attention on linguistic aspects of computer mediated texts, helping students gain meta-linguistic awareness of genres and discourses, and assisting students in developing appropriate learning strategies. The following lesson plan for Internet Treasure Hunts tries to keep these guidelines in mind.

Objectives & Outcomes

  1. The linguistic focus in this activity is on reading with the focus on students scanning through web pages and using hyperlinks to find the specific answers to their questions. Students will examine pictures, titles, headlines, menus and indexes for clues to find the answers. Students should use their knowledge to predict where the answer can be found and what links to follow whilst skipping through areas that are unlikely to have the answer.
  2. When using the program in a class lesson I have two or three students working together on a computer thus involving them in cooperative learning. This provides a range of communicative benefits not inherent in use of the program by a single student to the computer, which is better, suited for a self-access activity rather than a class one. Using the computer in cooperative learning facilitates a range of authentic communicative benefits as the students work together to find the answers to the questions, agreeing, disagreeing, offering opinions and helping each other.
  3. A further outcome of use of this activity is that it familiarises students with web browser use and navigation on the WWW through the use of hyperlinks. It acquaints them to the nature of the web and its format and gives them a sampling of the vast resources that are available. All this prepares students for more detailed research on the Web using search engines at a later time.

Advantages of CALL

The advantages of building on reading skills using the computer, Internet and hyperlinks are increasingly becoming evident in CALL. Moore in his article on reading on the Internet says (1998, p.326) "There is little doubt that the Internet can bring access to a much wider range of information and resources than are currently available in most classrooms." Vast amounts of information on any topic are accessible through the web and navigation with the use of hyperlinks is far faster and better suited to scanning than linear print media. All materials are real and authentic use of language that is generally very current and up to date. Students usually find using the Internet interesting and challenging and this generally increases their motivation to complete the task. Ganderton in his article on L2 reading on the World Wide Web mentions many of the issues involved with reading on the web (1998, pp. 2-3) including what he calls the 'crucial difference between the reading of printed text and hypertext' which is the "nonlinear nature of hypertext" in contrast to the sequential nature of printed text. 'This has profound implications for the interactive view of L2 reading and the processes and strategies associated with it.'

Whilst the activity has no communicative content inherent in itself, by using cooperative learning and having two or three students working together on the one computer to complete it, communicative benefit can be gained when to solve the tasks not only must students scan through the material but they must communicate their ideas and thoughts together. Ben Shneideman, a keynote speaker at the WorldCALL conference at Melbourne University in July 1998 stressed that the use of co-operative learning with CALL is one of its strongest benefits. McKay and Robinson (1997 p. 17) echo this sentiment, as do many others. 'Computers can provide opportunities for cooperative learning. Students are able to pool their knowledge and enhance peer correction as they work together.' The cooperative efforts of students working together to complete the listening exercises gives the use of the program a range of communicative benefits, lacking within the exercises of the program itself, when they converse on what the answers should be. Sussex calls this the 'social dimension of CALL' (1998). Nunan (1993 pp. 82-83) talks about the importance of pair and group work in providing opportunities for learners to use and improve language in an individual manner as well as to increase motivation. As a further refinement I always insist on mixed nationality groups, as they must communicate in the common language of English to be able to proceed in the program. Coleman (1996, p. 24) has the same idea. 'All CALL lessons are undertaken with the students working in mixed nationality pairs'. This activity like others I use in the CALL lab is one which exemplifies the advantages of using CALL for cooperative learning.

Link to the Curriculum

Since in my teaching situation the curriculum is built around weekly themes, Internet Treasure Hunts can be quite easily linked to the curriculum by linking the theme of the hunt to the weekly theme of the class. For example hunts from the Internet TESL Journal site can be linked to such weekly themes as travel, interests, media and technology. For students intending to complete further study, using the Internet for research is increasingly becoming important, thus this activity which links improving language skills with learning Internet skills is especially relevant to them because it builds on their Internet skills and introduces them to researching on the Web.

Set Up, Time, Resources & Equipment

Faster modem or cable connection is preferred for speed of connection as is a recent release version of a web browser loaded with current plug ins, to handle the many new features of web pages around nowadays. A handout of the questions is also recommended which can just be a printout from the web page.

With my intermediate class I will need at least 90 minutes, more likely 120, for one Treasure Hunt but this time can vary according to the students' level of English and familiarity with use of the web browser.

Role of the Teacher

With students unfamiliar to the WWW and use of a web browser the teachers' role is made far more difficult as they must become an Internet teacher as well as an ESL one. The teacher must introduce the workings of the web browser and the concept of the Internet to those Internet novice students. During the activity the teacher is kept busy monitoring the students' progress and intervening to help when they cannot find an answer or start moving to the wrong links. The teacher has an essential role in lubricating smooth running of the program for the students by problem solving when they get stuck or lost. Technical problems with the Internet requiring restart of the program or even the computer can and do happen sometimes when using the Internet so the teacher must also be able to do a little technical problem solving as well. Especially when conducting this activity for the first time conducting this lesson can be very exhausting for the teacher.

Procedure

At the beginning of my lesson I allocate the students to which partner or partners I want them to work with. Where possible I choose students to work with students of a different nationality in all CALL activities so that they cannot use their native language and cancel out the communicative benefits of cooperative learning. In this activity I match computer novices with those more experienced at using the WWW and where possible I also will mix weaker students with stronger students on the same computer.

I begin by explaining what activity we are going to do and what benefits there are for the students in doing this. Explaining to the students what expected outcomes there are for them in using the computer, greatly enhances their interest and motivation in using the activity. This leads to more satisfaction on their part and should enhance the benefits of the activity as well. I include a quick review of the Internet, the WWW and Web browsing. Whilst the students gather around me and I demonstrate the controls and procedures for doing the activity. I discuss the meaning of treasure hunts, introduce the activity and explain the linguistic goals for doing the activity. I do this quite fully each time, even if most of the students have already done this before.

Next, I pass out a handout of the questions to each group on which they can write the answers. I circulate among the groups observing their progress and assisting where required when they get stuck or lost. Sometimes clarification is required as to why a certain path is required but in general when the correct answer is found the meanings become self evident. Students work at their own speed. At the intermediate level I usually devote 90 minutes to this activity. It is rare for any group to finish with much time to spare. Some groups will not be able to complete the full hunt in this time. It is usually not necessary to go through the answers at the end of the lesson because during my monitoring I have checked all the groups' answers as they are doing it. This is preferable so that the students can see where the answers have come from.

Assessment & Evaluation

I am able to assess students' progress through the activity as I am closely monitoring their progress throughout the activity. The speed and ease with which they are able to get through the activity is another measure of their progress. Student evaluation of use of this activity is available by having students fill in an evaluation questionnaire. Feedback on use of this activity from my students is generally very positive. Not only do they acknowledge the value for their reading skills but they also like improving their Internet skills and appreciate the communicative benefits of cooperative learning involved in this activity.

Difficulties & Problems

Technical problems such as the slow speed of the Internet as seen in time delays for pages to load up can be a hindrance leading to wasted time whilst students just wait for the page to load. Web pages often change or disappear and this can happen overnight so it is quite possible for the links to a treasure hunt that worked a week ago to suddenly not work anymore and one needs to be prepared for this.

Students' lack of Internet knowledge can be a serious impediment to the activity as well, which is why I match novices with those more experienced. If a class is made up a majority of novices it will be difficult to carry out the activity as time will be spent on learning to navigate and use the web browser rather than on the linguistic reading goals. In this case I advocate first carrying out some other lessons or activities to familiarise students with the web prior to attempting this activity. Another difficulty that can arise with students is that of student 'Luddites'. Some students will not accept the use of the Internet and computers as a method of language learning and will be disinterested or even antagonistic to this activity. Discussing the linguistic goals and advantages of this activity on the computer in detail at the beginning of the lesson, as suggested, is one way to win over some of these students.

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