Technology in Language Learning - An Overview
Technology in Language Learning - An Overview
Language
Bill VanPatten
Interactive Tasks
Michael J. Leeser and Justin P. White
Bryan Smith
Typeset in Sabon
by Apex CoVantage, LLC
Overview
In this module you will explore the following topics:
Reflection
Earlier, you read about the idea that although computers will not
replace teachers, teachers who use computers will replace those
who don’t. A related idea is the notion that CALL (like pens or
books, which are also technologies) will eventually become nor-
malized. That is to say, at some point CALL may become fully
integrated into language learning and the field of computer-assisted
language learning will cease to exist as a separate concept and field
for discussion. What do you think about this? Has CALL become
normalized already? If not, what will normalization look like?
What evidence do you have to support your opinion?
Computer-Mediated Communication
Computer-mediated communication (CMC) is a general term referring
to interaction with someone via the computer as opposed to face-to-face.
This may be text-based or may include some combination of text, graph-
ics (as in a virtual world), audio, and/or video. One can engage in CMC
with a desktop, notebook, or mobile device and the application used will
largely depend on the type of computer used. For example, one of the
most widely used text-based chat programs for desktops and notebooks
is Google Talk, which is integrated with Google’s Gmail. WhatsApp
claims to be the most popular chat application for mobile devices. Among
the many social network-based CMC applications are Facebook Messen-
ger, Twitter, and Instagram, each with its own set of affordances (i.e.,
benefits or advantages) and constraints. Beginning with text-based CMC,
this mode of communication has been studied by applied linguists for
over 20 years. However, the term CMC itself is so general that we often
need to delineate the type of CMC we are studying. Typically, we can do
this by referring to a particular type of CMC in terms of its specific affor-
dances. One of these affordances is temporality—which asks whether the
communication is synchronous (in real time) or asynchronous (not in
real time). Email is considered asynchronous since it may take a few sec-
onds or minutes for your message to reach the recipient. Likewise, if you
use a learning management system such as Blackboard or Moodle, your
discussion board postings will be considered asynchronous. In contrast,
if a message is received (virtually) instantaneously, such as when using
Facebook Messenger, then this is considered synchronous in nature. The
amount of time expected for information to reach its intended audience
has considerable impact on the discourse and behavior of the interlocu-
tors and perhaps also on the way we process and attend to aspects of the
Telecollaboration
One of the most widely used forms of asynchronous CMC is telecol-
laboration. The overarching goal of telecollaboration projects is to
develop intercultural communicative competence. Such projects use
online communication tools to bring together language learners in dif-
ferent countries (or in some cases from within the same country) for the
development of collaborative project work and intercultural exchange.
This collaboration reflects an interactive and dialogic process that con-
nects the learner, the home culture, and the target culture. Early telecol-
laborative exchanges were almost exclusively email based, but educators
nowadays exploit a wide variety of communication tools, including web-
based message boards and more synchronous tools such as videocon-
ferencing and text chat. These exchanges typically have two groups of
students engaged in an extended series of task-based interactions that
are built into their respective curricula. These tasks vary widely, but have
included things like comparative reviews of literature, in-depth investi-
gation of specific elements of the other culture and society, and collab-
orative creation of websites. Teachers serve as guides in such projects,
as students require both support and training in order to successfully
engage in online intercultural exchanges. Learners are typically provided
with a teacher-generated weekly or biweekly prompt or theme for discus-
sion. One recent European project asked German students studying Irish
culture to choose an aspect or personality from recent Irish history that
most interested them. Their first post to a discussion board was to tell
their partners which person or event they had chosen and why. The Irish
group was tasked with responding to this initial post by explaining how
this person or event is considered in Ireland today and also providing
their own views on the topic. Interacting with members of the target cul-
ture can enable learners to move away from a view of culture learning as
being merely a matter of collecting facts and figures and toward a deeper
understanding of culture that involves seeing cultural practices from an
insider’s perspective.
Students can develop not only an ethnographic understanding of
cultural concepts of the target language culture, but can also begin to
explore and describe their own culture, thus learning to critically reflect
on their own social reality. Language learning can also be facilitated
through intercultural telecollaboration. For example, telecollaboration
has been found to improve L2 writing and grammatical skills as well as
foster higher level thinking skills. Typically, this writing and grammar
Reflection
When people talk about CALL in general and CMC in particular,
they often use the terms in a one-dimensional sense. That is, some
people use the term CALL to refer to all computer-assisted lan-
guage learning and CMC refers to all types of computer-mediated
communication. What are your thoughts on this, given the discus-
sion above?
Reading
We take it as given that in any context, reading tasks must be interest-
ing and engaging, yet challenging enough that they require learners to
stretch their language knowledge in order to understand the text. One
challenge that language teachers face is selecting reading material that is
at an appropriate difficulty level for their learners. Research suggests that
learners must know at least 95% of the words (95% lexical coverage)
in a text for basic understanding and 98% for optimal comprehension.
CALL can help make up the difference for this 2–5% by glossing. In
CALL contexts, glossing is when one either clicks on or “hovers” over
a word with the cursor, resulting in an L1 or L2 definition, synonym,
image, audio, video, or hyperlink that helps learners understand the
word. The idea is that glossing assists comprehension of specific lexical
items in a bottom-up fashion (i.e., word by word decoding strategies),
which then frees up memory and attentional resources, allowing readers
to focus on more top-down strategies for reading comprehension (e.g.,
using background knowledge or considering context). Research suggests
that learners prefer textual over visual glosses. Indeed, CALL is well
suited for providing help with new vocabulary and structures found in
the text, and research suggests that the more ways learners access, say,
a difficult vocabulary word, the more likely they are to remember it.
Writing
Recent research into writing in CALL contexts has largely focused on
the use of Web 2.0 tools such as blogs and wikis. Blogs (web + logs) are
asynchronous tools that allow learners to write and post thoughts, opin-
ions, and observations in a public or private space online. These post-
ings typically appear in chronological order and afford both author and
reader the ability to upload and link files, which allows for interactivity.
Blogs are cooperative rather than collaborative in nature since one per-
son at a time uploads information and others can comment on it. With a
blog, anyone can be an author and the audience is potentially the world.
It is this aspect that makes blogs very popular in composition classes.
Learners have an increased sense of ownership of their writing and the
Listening
Listening is difficult in a second language largely because of its ephem-
eral nature, rich prosody, and—particularly in interactive situations—
pressure to respond immediately to interlocutors. Specific challenging
aspects of listening that make this skill especially difficult for learners are
Speaking
Rather than attempting to achieve native-like ability in speaking an L2,
most practitioners have turned to intelligibility as their goal in teach-
ing speaking. Various factors affect intelligibility, but one area in which
technology has offered multiple tools is in pronunciation. There are soft-
ware programs that vary from describing how to produce certain sounds
in, say, English with no real interactive element, to programs that use
automatic voice recognition to determine what the learner has said. In
the former, learners typically are presented with a model of the sound,
word, or phrase and are then asked to emulate the model by recording
their own voice. Learners can then play back both the model and their
attempt and compare the two. In contrast, more interactive programs are
now available that will interpret the learner’s spoken input or responses
and continue the ‘conversation’ based on what the learner said. Most
often these more advanced programs do limit the learner’s responses to a
list of possible choices, making them less than truly interactive. Speaking
practice in software such as Rosetta Stone typically provides a speech
model and then asks learners to repeat, view a spectrogram (i.e., a visual
representation of their speech), and then compare that spectrogram with
the one that corresponds to the model. Learners are then asked to repeat
until they are satisfied with their approximation to the model.
Voice and video chat are commonly used tools for practicing speaking.
Freely available products like Skype and FaceTime offer learners the abil-
ity to talk with native speakers or other learners in a video or audio chat.
Subscription services such as Adobe Connect provide similar features,
but are most effective for multi-user video conferencing and file sharing.
In either case, learners may make use of the video function and/or the
text chat function as needed. In many of these programs, it is also possi-
ble to share one’s screen with others. In contrast, software such as Wimba
are audio only and asynchronous in nature. With Wimba, teachers and
students can create voice discussion boards where instead of posting text,
they record their message orally.
Over a number of years, podcasting has increased in popularity and
ease of use. Podcasting makes digital audio (or video) files available on
the Internet in a way that other computers can automatically download
new episodes as soon as they are posted. Like blogging, podcasting can
empower students by giving them opportunities to create and publish
on topics of interest for a real audience. Recording a podcast is quite
Reflection
Think about your current teaching situation, especially the skill
area(s) you teach. Which of the technologies discussed in this sec-
tion might work well for your students? What are some of the
challenges you may face in attempting to implement these new(ish)
technologies? Which of the technologies would probably not work
well in your current teaching situation? Why?
Quiz
Take the following quiz to see what you have learned so far. Answers
are given at the end, so don’t peek!
[Answers: 1. c; 2. b; 3. c; 4. a; 5. a; 6. a; 7. b; 8. a]
Technology Standards
Many disciplines have what are known as standards. Standards are guide-
posts for institutions, schools, teachers, students, and parents, which can
be used as a tool to focus on what students in a particular setting can be
expected to learn. Having standards provides an organizational aspect
to curricula that members of an educational community agree on and
can look to when making decisions that impact teaching and learning.
In spirit, they simply articulate the educational values and learning goals
of a specific educational community. Without them, one could argue that
teachers and students do not have any common goals to shoot for. In
theory, standards are a good tool for accountability in that all concerned
know what will be covered in a specific course, year of study, degree
program, etc. However, critics of standards argue that having rigid stan-
dards, often culminating in high-stakes tests, discourages innovation
and creativity. For example, if achieving some benchmark score on each
standard is tied to funding for a school, program, instructor, and so on,
then teachers often feel pressured to “teach to the test” based on those
standards. Standards should be specific enough to be helpful in guiding
teachers and other stakeholders no matter what their specific situation is
within the organization, district, or community, but not so restrictive as
to stifle creativity or lack relevance.
We very rarely find standards specifically related to language learn-
ing and technology. For example, the American Council on the Teaching
of Foreign Languages (ACTFL) has general standards organized around
skills and knowledge of communication, cultures, connections, com-
parisons, and communities with technology-specific individual standards
woven in throughout. One example of well-constructed and technology-
specific standards for language teachers and learners are the TESOL
Technology Standards (TTS). The main emphasis of TTS is to offer
pedagogically solid ways of integrating and using technology in teaching
methods. Since TESOL (Teachers of English to Speakers of Other Lan-
guage) is an international organization, the TTS are constructed so they
will be appropriate in virtually any environment employing computer
technology to some degree. They are relevant to teachers in purely face-
to-face situations as well as those teaching in purely online environments
and are organized in terms of overarching goals, standards under each
goal, and illustrations of what meeting a particular standard might look
like in the real world. Most helpful are the “vignettes,” which illustrate
specific uses in various financial resource and technological access con-
texts. For example, Goal 2 for language learners is Language learners
use technology in socially and culturally appropriate, legal, and ethical
ways. Standard 1 within this goal reads Language learners understand
CALL Journals
As in any field, it is important to keep up to date with new develop-
ments. This is especially important in teaching. CALL practitioners have
an unusually challenging task since technology is changing so rapidly.
The technology in use today will not be the same in five years. One of
the easiest ways to keep abreast of current research and new pedagogical
techniques is by joining a professional organization, attending confer-
ences, and reading professional journals. CALL offers many choices in
this respect. Table 7.1 shows a list of organizations, conferences, and
journals by geographic area. Of course, this is only a partial list and con-
tains only the best known in each category.
Reflection
Think about your current teaching context. What do your learn-
ers need to be able to do with technology as they learn and use a
foreign language? In addition to technology standards for learners,
TESOL also has technology standards for teachers. What techno-
logical skills should foreign and second language teachers possess
in the digital age?
Gaming
Digital gaming has grown in popularity worldwide and has expanded in
terms of types of games being played, audiences playing these games, and
languages in which these games are available. Research into the potential
Fan Fiction
Fan fiction is a multilingual phenomenon that involves the reading, writ-
ing, and discussion of novels, stories, movies, television series, songs,
and popular figures by fans of these media, typically in an online envi-
ronment. Anyone can be an author of a piece that is based on a wider-
known text. For example, there is a huge amount of fan fiction based
on popular books and movies such as the Harry Potter and Lord of
the Rings series, but fan fiction can emerge around things like Japanese
anime, musicals, digital games, and real life celebrities. Fans may write
Reflection
This section discussed gaming, fan fiction, digital storytelling, and
mobile-assisted language learning. Which of these are best suited
for your specific context? Is there one that would be difficult to
implement or perhaps would not work well? Why do you answer
the way you do?
Quiz
Take the following quiz to see what you have learned since the last
quiz. Answers are given at the end, so don’t peek!
[Answers: 1. a; 2. c; 3. c; 4. b; 5. b; 6. b; 7. b; 8. c]