Computer-Assisted Language Learning
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Published By IGI Global

9781522576631, 9781522576648

Author(s):  
Feng Teng

This chapter provides an overview of several software programs, which can used to teach and acquire lexical knowledge. First, GSL Builder is aimed directly at supporting the acquisition of high frequency words. AWL Builder is generally used to develop knowledge of academic words. Shanbei provides opportunities for learning low-frequency words. Word Engine is specifically for learning the words needed for passing the TOEFL, IELTS, TOEIC, SAT, and GRE tests. CAVOCA takes learners through different stages of vocabulary development: deduction, consolidation, and long-term retention. V-admin enables teachers to keep track of their students' vocabulary development. The integration of these tools can facilitate EFL learners' vocabulary learning. Teacher beliefs concerning the role of technology for teaching vocabulary are important. Teachers should explore how to effectively integrate vocabulary building technology into their teaching practice. In the future, more effort needs to be made to creating a clearer conceptualization of computer-assisted vocabulary learning (CAVL).


Author(s):  
Paula Peres ◽  
Anabela Mesquita

This article describes the European project GainTime developed in the educational field. The objectives of the project concern the development of professional and pedagogical competences among teachers and trainers. It intends to enhance learning through the use of Information and Communication Technologies and increase the access to Open Educational Resources (OER) with the aim to combine higher levels of excellence and attractiveness with increased opportunities for all. To attain the objectives, an online course that teaches teachers on how to innovate in their classroom, specially using flipped classroom and games supported on OER, will be developed. The target of the project is secondary education. In order to identify the best practices in Portugal concerning the use of flipped classroom and games as well as creative classroom, a questionnaire was administered and results are presented. Furthermore, the handbook regarding the master model developed as well as the online courses are also presented.


Author(s):  
Latonia M. Ayscue

Perception research helps to understand how stimuli (gist) interacts with learners' sensory systems (visual, auditory, tactile). Communication in virtual learning environments is significant because when the laws of perception are manifested, the strategy should include discovering how the relationships between the instructional design process (analyze, design, develop, implement and evaluate) synthesizes learning theories and learners' experience to create effective communication in virtual instructional events, learning objectives and goals.


Author(s):  
Ellen Yeh ◽  
Guofang Wan

This book chapter presents, a review of the literature from 2004-2014 regarding the various models of virtual worlds used in foreign language teaching and learning, the impact of virtual world learning environments and the implications of language teaching. The study being reported aims to address the following questions: (1) What are the models of virtual worlds used in language learning instruction in K-12 and higher education; (2) How do VWLEs impact language learning in terms of motivation, communicative competency, intercultural competency, collaborative competency, constructivist learning, and sociocultural competency; and (3) What are the implications of using VWLEs in foreign language teaching and learning? Results indicate that social context and task-based learning enhanced language learners' participation and motivations. Findings also indicate that consistent use of interactional strategies encouraged learners to engage in the tasks and stay motivated. The study suggested that a VWLE offers a motivating, engaging, and multi-dynamic environment for language learners.


Author(s):  
Mai Samir El-Falaky

Second language learning requires more than memorizing rules and vocabulary detached from contexts. Language teachers have to encourage the exposure to real context to enable their students to ‘acquire' the language in the same way they acquire their first language. This could entail an unconscious induction called ‘analogy'. Analogy may enable language learners to create neologisms for the purpose of communicating. This could also enable them to obtain a better understanding of lexical items in context. This chapter highlights the benefits of direct exposure to neologisms in journalistic texts, which influences learners' morphological choice. Mass media in general and journalism in particular are thought to be a perfect means of learning any language in its natural context.


Author(s):  
Masoumeh Hasani

In this chapter the attitude of mothers to the use of computer-assisted language learning (CALL) in their children's language learning was investigated. 118 Iranian mothers were selected based on convenient sampling. Their attitude towards CALL was assessed by a 12-item questionnaire. The result of data analysis revealed that generally mothers have roughly positive attitudes towards CALL. Significant differences were reported when mothers with higher education were compared with those mothers who did not have university degrees. However, gender, age, and mother's profession did not have any role in their attitudes towards CALL.


Author(s):  
Nilüfer Bekleyen ◽  
Serkan Çelik

The present study focuses on the attitudes of adult language learners towards an Internet-based computer program designed to prepare the users for a language test. The participants were the attendees of a YDS (National Foreign Language Examination offered by the Turkish Council of Higher Education) preparation course which was conducted at a state university in Turkey. Sixty participants contributed to the study. Their attitudes towards Computer Assisted Language Learning (CALL) were measured via two different instruments: a questionnaire and an interview. The results indicated that lower level learners had significantly better attitudes towards CALL compared to higher level learners. In general, the participants found computers to be more interesting, motivating and encouraging but did not consider the traditional classroom teaching substitutable with CALL. The findings revealed no significant changes pertaining to the participants' attitudes towards CALL after their language learning experience with computers for four months.


Author(s):  
Vera Monika Leier

This article seeks to account for the experiences of tertiary students of German when a Facebook group and associated tasks is introduced as an assessed element of their language course. Ethnographic methods were applied, such as pre-, post questionnaires, interviews and fieldnotes. The data was collected by the instructor/researcher and subjected to thematic analysis. The students (n = 23) enjoyed Facebook but mostly used the site passively and only actively posted when required. This led to a flurry of posts at deadlines and less engagement between deadlines. Students wanted more feedback than the instructor was giving them, in an effort to make the interaction feel more authentic and spontaneous, as it is in non-educational, social Facebook.


Author(s):  
Reyes Llopis-García ◽  
Margarita Vinagre

This chapter discusses the importance of writing as a key ability to address in the foreign/second language classroom. The need to design and implement projects and tasks that foster authentic cultural learning through the meaningful use of written production is addressed, and a project that meets these criteria is presented. This email tandem exchange project was conducted between 94 intermediate-level students (47 pairs) from Columbia University/Barnard College in New York and the Universidad Autonóma de Madrid in Spain during the Fall Semester 2010 (and subsequently in 2011 and 2012). There were several goals to this project: to help improve students' writing skills; to encourage them to learn about culture through authentic and real exposure to the target language (TL onwards, understood as “direct contact with a native speaker”); to foster progress in their use of the TLs through peer-to-peer corrections; and to take an active part in their own learning through self-assessment. Based on students' opinions, this project had a very positive impact on the way they viewed the foreign/target culture on both sides of the Atlantic. It also helped them enhance their written proficiency and acquire a new lexical mastery that would have been impossible through the limited and less-real scope of the classroom.


Author(s):  
Mehmet Fatih Urun ◽  
Hasan Aksoy ◽  
Rasim Comez

This study aimed to explore the effectiveness of a Kinect-based game called Tom Clancy's Ghost Recon: Future Soldier to investigate possible contributions of game-based learning in a virtual language classroom at a state university in Ankara, Turkey. A quasi-experimental design where the treatment group (N= 26) was subjected to kinect-based learning environments, and the control group (N = 26) continued with traditional learning environments was used. All the participants were administered an achievement test as a pre-test, and a post-test. Moreover, the qualitative part of the study included post-study semi-structured interviews with 10 students. The findings showed that there was significant mean difference in student achievement in post-test scores in favor of the experimental group. In addition, the study explored the opinions of the students toward the use of gesture-based computing systems for instructional purposes. The findings suggested some important points to consider while making use of kinect-based games for educational purposes like interaction and learner motivation.


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