History of CALL

Computer-assisted language learning (CALL) is succinctly defined in a seminal work by Levy (1997: p. 1) as "the search for and study of applications of the computer in language teaching and learning

1960-01-30 00:00:00

Behavioristic CALL

The first phase of CALL, conceived in the 1950s and implemented in the 1960s and '70s, was based on the then-dominant behaviorist theories of learning. Programs of this phase entailed repetitive language drills and can be referred to as "drill and practice" (or, more pejoratively, as "drill and kill"). Drill and practice courseware is based on the model of computer as tutor (Taylor 1980). In other words the computer serves as a vehicle for delivering instructional materials to the student. The rationale behind drill and practice was not totally spurious, which explains in part the fact that CALL drills are still used today. Briefly put, that rationale is as follows: Repeated exposure to the same material is beneficial or even essential to learning A computer is ideal for carrying out repeated drills, since the machine does not get bored with presenting the same material and since it can provide immediate non-judgmental feedback A computer can present such material on an individualized basis, allowing students to proceed at their own pace and freeing up class time for other activities Based on these notions, a number of CALL tutoring systems were developed for the mainframe computers which were used at that time. One of the most sophisticated of these was the PLATO system, which ran on its own special PLATO hardware, including central computers and terminals. The PLATO system included vocabulary drills, brief grammar explanations and drills, and translations tests at various intervals (Ahmad, Corbett, Rogers, & Sussex 1985). In the late 1970s and early 1980s, behavioristic CALL was undermined by two important factors. First, behavioristic approaches to language learning had been rejected at both the theoretical and the pedagogical level. Secondly, the introduction of the microcomputer allowed a whole new range of possibilities. The stage was set for a new phase of CALL.

1979-12-07 04:37:19

Communicative CALL

The second phase described by Warschauer & Healey, Communicative CALL, is based on the communicative approach that became prominent in the late 1970s and 1980s (Underwood 1984).[23] In the communicative approach the focus is on using the language rather than analysis of the language, and grammar is taught implicitly rather than explicitly. It also allows for originality and flexibility in student output of language. The communicative approach coincided with the arrival of the PC, which made computing much more widely available and resulted in a boom in the development of software for language learning. The first CALL software in this phase continued to provide skill practice but not in a drill format—for example: paced reading, text reconstruction and language games—but the computer remained the tutor. In this phase, computers provided context for students to use the language, such as asking for directions to a place, and programs not designed for language learning such as Sim City, Sleuth and Where in the World is Carmen Sandiego? were used for language learning. Criticisms of this approach include using the computer in an ad hoc and disconnected manner for more marginal aims rather than the central aims of language teaching.

1980-11-30 12:49:30

Open CALL

open in terms of feedback given to students, software types and the role of the teacher, and including simulations and games: 1980s to 2003

1990-01-11 04:10:43

Integrative CALL

The third phase of CALL described by Warschauer & Healey, Integrative CALL, starting from the 1990s, tried to address criticisms of the communicative approach by integrating the teaching of language skills into tasks or projects to provide direction and coherence. It also coincided with the development of multimedia technology (providing text, graphics, sound and animation) as well as Computer-mediated communication (CMC). CALL in this period saw a definitive shift from the use of the computer for drill and tutorial purposes (the computer as a finite, authoritative base for a specific task) to a medium for extending education beyond the classroom. Multimedia CALL started with interactive laser videodiscs such as Montevidisco (Schneider & Bennion 1984)[24] and A la rencontre de Philippe (Fuerstenberg 1993),[25] both of which were simulations of situations where the learner played a key role. These programs later were transferred to CD-ROMs, and new role-playing games (RPGs) such as Who is Oscar Lake? made their appearance in a range of different languages.

History of CALL

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