Hello world!
April 25, 2010 1 Comment
I’m no one
but I can be someone.
I’m no body
but I can be somebody.
After all I’ve done
I did nothing,
but I’ve got everything.
Just another WordPress.com site
April 25, 2010 1 Comment
I’m no one
but I can be someone.
I’m no body
but I can be somebody.
After all I’ve done
I did nothing,
but I’ve got everything.
May 25, 2010 Leave a Comment
There is a set of process should be done in designing Computer Assisted Language Learning (CALL). The process consists of:
a) Determining objectives;
b) Choosing types of programs;
c) Selecting materials;
d) Choosing software;
e) Determining task;
f) Designing structure of the program.
A. Determining Objectives
Determining objectives should be an important and crucial step among the process. The objective is a guide to the nature of the structure of the program. According to Russell (1992:775), it is important to identify the purpose – objective – the materials are intended to serve.
B. Choosing Types of Program
In language learning, there are several types of computer-based program commonly used. They are:
Among those types of CALL program, a tutorial type has been more selected and preferred. Criswell (1989:9) states that there are two types of tutorials: linear and branching.
Linear Program
Characteristics of the linear program:
Branching Program
Characteristics of the branching program:
The example of a self access computer assisted language learning program is Hartoyo’s CALL tutorial program. It can be explained as:
a) The program is intended to assist students in learning EFL, especially grammar.
b) The program is similar to the branching program identified by Criswell, but there were some improvements that made the program more interesting, flexible, and handy to use.
c) The tutorial was designed using multimedia authoring software to enable students to choose any topic or information they want to learn, based on their interests; and to enable them to review any part of topic or information without any limitation. It means the tutorial is non-sequential.
d) The facilities are:
C. Selecting Materials
The materials should ne compiled and justified through discussions and consultation with supervisors, English teachers and other English native speakers. In compiling materials, some recommended English books, information and suggestion from English native speakers were used.
Johnson (1991) states that there are some important things in selecting material;
1) Do not fall back in to the trap of setting the same dull old task:
2) Subjecting their students to demeaning, futile and often irrelevant ‘tasks’ which they can complete with their mind switch off, or occupied with other things
In the Hartoyo’s CALL tutorial (1998), the program consists of the grammatical structures which are considered to be the mean problems for Indonesian learners of English.
D. Choosing Software
There are some multimedia programs that can be used to design and/or develop a CALL program such as Asymetrix Multimedia ToolBook 3.0, an authoring system running under Windows.
The ToolBook offers:
1) Offers the application programmer quick access to common features of the Windows environment
2) The application can include a sophisticated graphical user interface with such elements as Windows, menus, dialog boxes, and graphic controls.
The advantages using ToolBook 3.0 for designing a self access computer-mediated language learning program are:
E. Determining Task
It is suggested that the designer of CALL system which “understand” their users to be able to analyze what learning tasks should be provided to stimulate interaction between the user and the computer. (Wilson (1994).
F. Designing Structure of the Program
The program normally consists of three parts:
1) Information/explanation about the tutorial program to help the students/users use the program.
2) The material highlighted in the program.
3) A set of exercises hat enable the user to access their understanding toward the materials he/she has just learn.
à That is called Teacher Record, which just the teacher has access to open.
The Principle for Designing and Testing the CALL Program
1. Interactivity (feedback and instruction)
–> refers to how the program can stimulate interaction, especially interaction between the computer and the user.
Æ it includes the effectiveness of the instructions and feedback provided in the program.
2. Usability (flexibility)
–>refers to the flexibility, ease and inherent interest of the program used, and how easy it is to navigate within the program.
3. Content appropriateness
Concerned with:
4. Effectiveness
–> refers to how effectively the program assists language learners to improve their mastery of grammar.
5. Performance (attractiveness)
–> refers to presentation, layout of the screen, the color, and the illustrations (picture, diagram, chart, etc.) used in the program.
***********
May 22, 2010 Leave a Comment
Designing CALL
There is a set of process should be done in designing Computer Assisted Language Learning (CALL). The process consists of:
a) Determining objectives;
b) Choosing types of programs;
c) Selecting materials;
d) Choosing software;
e) Determining task;
f) Designing structure of the program.
A. Determining Objectives
Determining objectives should be an important and crucial step among the process. The objective is a guide to the nature of the structure of the program. According to Russell (1992:775), it is important to identify the purpose – objective – the materials are intended to serve.
B. Choosing Types of Program
In language learning, there are several types of computer-based program commonly used. They are:
Among those types of CALL program, a tutorial type has been more selected and preferred. Criswell (1989:9) states that there are two types of tutorials: linear and branching.
Linear Program
Characteristics of the linear program:
Branching Program
Characteristics of the branching program:
The example of a self access computer assisted language learning program is Hartoyo’s CALL tutorial program. It can be explained as:
a) The program is intended to assist students in learning EFL, especially grammar.
b) The program is similar to the branching program identified by Criswell, but there were some improvements that made the program more interesting, flexible, and handy to use.
c) The tutorial was designed using multimedia authoring software to enable students to choose any topic or information they want to learn, based on their interests; and to enable them to review any part of topic or information without any limitation. It means the tutorial is non-sequential.
d) The facilities are:
C. Selecting Materials
The materials should ne compiled and justified through discussions and consultation with supervisors, English teachers and other English native speakers. In compiling materials, some recommended English books, information and suggestion from English native speakers were used.
Johnson (1991) states that there are some important things in selecting material;
1) Do not fall back in to the trap of setting the same dull old task:
2) Subjecting their students to demeaning, futile and often irrelevant ‘tasks’ which they can complete with their mind switch off, or occupied with other things
In the Hartoyo’s CALL tutorial (1998), the program consists of the grammatical structures which are considered to be the mean problems for Indonesian learners of English.
D. Choosing Software
There are some multimedia programs that can be used to design and/or develop a CALL program such as Asymetrix Multimedia ToolBook 3.0, an authoring system running under Windows.
The ToolBook offers:
1) Offers the application programmer quick access to common features of the Windows environment
2) The application can include a sophisticated graphical user interface with such elements as Windows, menus, dialog boxes, and graphic controls.
The advantages using ToolBook 3.0 for designing a self access computer-mediated language learning program are:
E. Determining Task
It is suggested that the designer of CALL system which “understand” their users to be able to analyze what learning tasks should be provided to stimulate interaction between the user and the computer. (Wilson (1994).
F. Designing Structure of the Program
The program normally consists of three parts:
1) Information/explanation about the tutorial program to help the students/users use the program.
2) The material highlighted in the program.
3) A set of exercises hat enable the user to access their understanding toward the materials he/she has just learn.
à That is called Teacher Record, which just the teacher has access to open.
The Principle for Designing and Testing the CALL Program
1. Interactivity (feedback and instruction)
–> refers to how the program can stimulate interaction, especially interaction between the computer and the user.
Æ it includes the effectiveness of the instructions and feedback provided in the program.
2. Usability (flexibility)
–>refers to the flexibility, ease and inherent interest of the program used, and how easy it is to navigate within the program.
3. Content appropriateness
Concerned with:
4. Effectiveness
–> refers to how effectively the program assists language learners to improve their mastery of grammar.
5. Performance (attractiveness)
–> refers to presentation, layout of the screen, the color, and the illustrations (picture, diagram, chart, etc.) used in the program.
May 14, 2010 Leave a Comment