Basics of L Anguage Learning Through Technology
Basics of L Anguage Learning Through Technology
BASICS OF
LANGUAGE
LEARNING
THROUGH
TECHNOLOGY
Some Acronyms
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NBLT (i.e., Network-Based Language Teaching)
WELL (i.e., Web Enhanced Language Learning)
CASLA (i.e., Computer Applications in Second Language
Acquisition)
Digital technologies are here to stay and, more to the point, their mastery is quickly
becoming integral to our understanding of “literacy” and being “educated”
(Kasper, 2000).
The use of technology has become an important part of the learning process
in and out of the class. Every language class usually uses some form of
technology.
Technology has been used to both help and improve language learning.
Technology enables teachers to adapt classroom activities, thus enhancing
the language learning process.
Technology continues to grow in importance as a tool to help teachers
facilitate language learning for teachers.
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Integrate video clips into presentations
Broaden choices for students to demonstrate learning
Disadvantages
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4. Intense requirement for self-discipline and self-direction.
5. Good infrastructure and trained man power is required to use the
Technology tools in teaching and learning.
6. Communication is taking place between learners.
7. The teacher is only a mediator.
Definition of Technology and Technology Integration
Technology has been defined by different researchers. According to
İŞMAN (2012), it is the practical use of knowledge particularly in a
specific area and is a way of doing a task especially using technical
processes, methods, or knowledge. The usage of technology includes
not only machines (computer hardware) and instruments, but also
involves structured relations with other humans, machines, and the
environment.
Basic Assumptions
On the side of language learning and instruction, it is assumed
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1) that students do not necessarily need only structured drills in order to learn,
that language acquisition takes place any time the student is dealing with the
target language (one might make the pedagogical leap and assume that the more
students are engaged with a target literature or culture the more they will learn
about those as well);
2) that information that students discover on their own has greater impact than
information they are told or that they gain through memorization;
6) that language, literature, and culture are interrelated so that one cannot really
know one without knowing something of the others and that one always learns
something about the others by studying one of them; and
7) that professors are willing to adapt their materials to include Internet materials
and accommodate the unexpected, such as when a student brings a previously
unknown site to the attention of the class
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On the side of the technology, it is assumed:
1) that there is plentiful material available online already, that more is posted
every day, and that instructional software not available anywhere else can be
created (in other words, one can "visit" a foreign country online thanks to the
copious resources available, second only to a real-time visit with target language
speakers);
2) that all students have access to multimedia computers, either through public
computer labs on campus or through personal computers linked to a campus
network
3) that students are familiar with personal computing, using either Macintosh or
Windows, and that all have network-compatible operating systems
4) that computers are here to stay so all of us, teachers and students, should
endeavor to find the best use of them for the foreign language classroom.
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that there is so far little hard evidence showing the benefits of
computer-assisted language learning (CALL) in general, much less
specific research establishing what kinds of computer activities are
more beneficial than others.
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Lesson Ideas Using Technology :
PowerPoint Presentations:
a. If you have attended a conference lately, most likely the presenter
used PowerPoint to provide visual interest and guidance. The
presentation program can also be used to enhance instruction in the
language arts classroom. Consider the following tips:
b. Store daily objectives in a PowerPoint presentation and begin each
class session by sharing the daily objectives.
c. Encourage students to use PowerPoint presentations when they are
required to present to the class. The design options encourage self-
expression and creativity. Instruct students to limit the amount of
information on each slide to one or two important points.
Word processing software:
Writing projects that involve multiple drafts are well-suited to using
word processing programs. Drafts are easily revised and formatted
using these tools. Extend its power to aid instruction by using the
"review" feature available in programs such as Microsoft Word. The
feature can be used for teachers to leave comments, line by line, on
student work. You can also track changes to evaluate how students used
peer review comments to improve or change their work.
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likewise, more difficult for teachers to determine plagiarized work from
original material, but that has changed. Teachers can now have students
submit work electronically. For a fee, the teachers can subsequently
submit all student work to a Web-based service that will compare the
paper to thousands of existing resources. The service returns a report to
the teacher or school indicating whether the work contained plagiarized
material, and if so, the exact phrases and origin of those that were
copied.
Use Webquests
A WebQuest is a detailed set of questions and tasks that lead students to
the Internet to research topics. They then complete a task or set of tasks
based on their research. The WebQuest can result in a product as simple
as a one-page document or as complex as a project.
The computer should always be turned on, booted, and the program
loaded (preferably the exercise chosen) before the class begins.
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Students who are not comfortable using computers should be placed
with students who are.
Use of the computer should be phased in; instead of introducing a
complex series of exercises to be done for a lesson, teachers should
begin by doing a limited amount of work with the computer.
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An Assessment Shift
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selected 60 language teachers from various schools in Turkey. These teachers
commonly agreed that technology lowered students' language learning anxiety
whilst giving them more opportunity to communicate. Consistent with such
findings is Braul’s (2006) study that showed that using computers in language
classrooms brought variety into the classroom atmosphere, developed learners’
particular language skills and increased learner autonomy.
Many researchers believe that lack of teacher training, lack of knowledge and
practice are factors that prevent the successful use of the Internet as a learning
tool. Many researchers agree that teachers must increase their computer
competency to use technology effectively. As found in Symonds (2000), teachers
are not given sufficient training. Baylor and Ritchie (2002) also argue that
technology would remain unused if faculty members do not develop the
appropriate skills, knowledge and attitude for incorporating it into the curriculum.
Teachers’ Attitude
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Research into the barriers to technology use in education has found that teachers’
attitude was a significant barrier in the academia (Hodas 1993). Some teachers
thought that technology was a disruptive tool and resisted any changes. Fang and
Warschauer (2004) reported that traditional teachers were afraid of authority loss.
Some scholars agreed that context could be a big barrier to deterring teachers
from adopting the use of technology. Teachers’ lack of confidence was rooted in
their fear of failure or lack of technology knowledge, which made them feel
anxious.
Students’ Attitude
Some researchers have been concerned about the students’ reactions to the use of
technology in the classroom. The justification for their concern is that the use of
technology is in its infancy and its use requires a shift from traditional teaching
approaches. If the shift is drastic and sudden and students perceive the experience
negatively, they may resist such changes, which in turn will lead to poor academic
performance.
Lack of Time
Lack of time and technical support could be other reasons for teachers’
disinclination toward using technology. In an exploration of teachers’ perceptions
of the use of technology in teaching languages in United Arab Emirates schools,
Ismail & Almekhlafi (2010) reported teachers’ lack of time for preparation and
technology implementation as the most important barriers. Similarly, the teachers
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in Chan Lin et al. (2006) reported that the integration of technology in their classes
required much more time and effort compared to regular classes which do not use
technology.
Online Instruction :
Online learning is defined as “a planned teaching/learning experience that uses a
wide spectrum of technologies to reach learners at a distance and is designed to
encourage learner interaction”.
The teacher and the learner are separate in space and possibly time
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Distance education and training result from the technological separation of teacher
and learner which frees the student from the necessity of traveling to a fixed place,
at a fixed time, to meet a fixed person, to be trained.
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Technical problems which arise with the site used in the class and with
the individual personal computers show a challenge for the teacher,
the students, and even the university.
Hybrid Instruction:
MALL
Definition:
Mobile-assisted Language Learning (MALL) is a term used for any training and
instruction through using mobile phones and their applications.
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Ubiquitous/Spontaneous: Mobile learning is more spontaneous than other
learning types. It is this spontaneity that is the most important feature of
mobile learning. Mobile learning is context aware, meaning that students can
learn everywhere.
Portable: Mobile tools are small and portable. Students can use them
everywhere during their learning activities.
Blended: Teachers can use this approach with blended learning model which
combines classroom instruction with m-learning.
Private: M-learning is private. It means only one learner at a time usually
has access to the mobile tool. When students want to access information,
they connect and download mobile apps independently from other learners.
Interactive: M-learning environments utilize the latest technologies to bring
an interactive learning environment into learning and teaching activities.
Students are not passive, yet the functions of mobile tools and environments
allow various levels of interactivity.
Collaborative: Mobile technology supports communication between
students and teachers. So, they may be used for cooperative learning
activities in the education.
Elements of MALL:
Basic elements of mobile learning are learner, teacher, environment, content, and
assessment. Learners are at the center in all teaching and learning activities
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according to new educational approaches. All the other elements serve to the
learner.
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groups
8- Arranging activities for evaluation of process
Behaviouristic CALL:
Communicative CALL:
Emerged in the late 1970s and early 1980s, at the same time that
behaviouristic approaches to language teaching were being rejected at both
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the theoretical and pedagogical level, and when new personal computers
were creating greater possibilities for individual work
Proponents of communicative CALL stressed that computer-based activities
should focus more on using forms than on the forms themselves, teach
grammar implicitly rather than explicitly, allow and encourage students to
generate original utterances rather than just manipulate prefabricated
language
Allowing students to work not only alone but also in groups
Integrative CALL :
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Podcast:
Can be used in ways that are dynamic (both audio and video file), collaborative,
and interactive.
Benefits of podcasts :
Podcasting represents a rich source of input via audio, and potentially via
video. This input can reinforce class instruction by offering an additional or
alternative mode (rather than the traditional textbook or teacher) of input to
students.
Podcasts can help to develop autonomous learning and motivation.
Motivation can increase, due to the fact that students are creating authentic
content for a real audience and not just for a grade.
Students can ask questions, interact with, and communicate with podcasters, thus
providing opportunities for both autonomy and motivation.
Output is also recognized as essential for second language learning. Swain and
Lapkin (1995) suggested having students record and then listen to themselves as
they edit their output; afterwards, students can go back, listen again, and revise as
needed. This type of approach can be quite useful in podcasting as it is easy to
record, re-record, and listen to various segments of a podcast. After students
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record podcasts, they can listen multiple times, edit their podcasts, and comment
on their classmates’ recordings.
Time-consuming to create
Requires technological know-how that is beyond some teachers’
comfort level
Students may require extra training and assistance for production of
podcasts
Administrative concerns (such as the blocking of certain sites or the
disallowing of the use of podcasts in some schools)
How to assess podcasts and how to assign grades for the projects
Not all students have access to the appropriate recording or playback
equipment, and often the recordings that they make can be of poor
quality
Students may not listen to podcasts for more than the required time
Many students are shy in front of a microphone or camera, or are
reluctant to be as creative as they are expected to be.
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designing their own recordings and their own responses to podcasts
they hear.
D = Distribution. Remember that that podcasts can be widely
distributed to potential audiences, and that there are a number of
available distribution options (e.g., in class, out of class, mobile, etc.)
which teachers can explore.
C = Collaboration. Take advantage of podcasting’s potential to create
communities of learners, and allow learners to interact with each
other and with native speakers.
A = Authenticity. Podcasts should be used in academic contexts in the
same kinds of ways that they are used in non-academic settings.
Consider the
authenticity of your podcast project, and use podcasting in class in the
same way that you would use it in your everyday life. Make sure that it
is relevant and interesting to students’ lives and that its academic
implementation resembles natural podcasting use.
S = Sustainability. Create reusable projects that can be used semester
after
semester and can become self-sustaining, in the interest of maximizing
your time and talents. Of course, projects can always be
modified as the course’s goals or tools change, but creating self-
sustaining projects will save time and energy.
T = Technology. Prensky (2009) refers to our students’ “digital wisdom”
as an additional benefit of including technology-based tasks in our
curricula. This digital wisdom is a “twofold concept, referring both to
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wisdom arising from the use of digital technology to access cognitive
power beyond our innate capacity and to wisdom in the prudent use
of technology to enhance our capabilities”.
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which began as an email exchange between France and the U.S.
to help students relativize their cultural values. However, two of
the project’s founders concede that the project, largely based on
exchanging written questionnaires, does not fully utilize today’s
interactive internet and mobile app capabilities (Furstenberg &
English, 2016). As videoconferencing tools grow in popularity,
O’Dowd and Lewis (2016) suggest more data be gathered about
building students’ intercultural abilities through virtual exchanges
via synchronous video platforms. Researchers mention a variety
of challenges with the recent generation of virtual exchanges,
however, including: increased pressure on teachers, technical and
scheduling difficulties, unstable project partners, varying
educational goals for students, communication failures and
reinforced stereotypes. (Chun, 2014; Goodwin-Jones, 2013;
O’Dowd & Ritter, 2006; Schenker, 2012; Ware, 2005; Ware &
Kramsch, 2005). Unfortunately, these real and perceived
difficulties have prevented virtual exchanges from becoming as
pervasive as research suggests they should be (O’Dowd, 2018).
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technologies in the classroom can enhance learners’ engagement and motivation
in fulfilling tasks.
AR:
Augmented reality (AR) is a technology that simultaneously aligns
real and computer-generated three-dimensional virtual objects
with each other and integrates them into real-life (Azuma, 1997;
Azuma et al., 2001). This technology creates a mixed reality in
the same physical environment, allowing its users to observe
virtual objects presented with real-world entities (Wei et al.,
2015). These objects include 3D images, graphics, audio and/or
GPS (Ramya & Madhumathi, 2017). To view and interact with AR
content, including touching, moving, and interacting objects with
each other with virtual buttons, a user gets aid from a handheld
computer, computer monitor or a head-mounted display device.
Furthermore, this simple and interactive technology can be easily
used even by students without computer skills (Lu & Liu, 2015).
AR content is user friendly and easily accessible through an
application. As a result, all these features can enable AR to be
used as a privileged and attractive high-tech instructional
material with students, especially Generation Z students, called
“digital natives” (Prensky, 2001) and have grown up within the
era of technology.
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Advantages of AR:
The use of AR-based language teaching materials can help
language learners acquire, internalize, construct knowledge, and
improve their critical thinking skills (Liu & Tsai, 2013) with the
provision of AR-based scenarios, problems, and cases.
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It can also support teaching speaking (Boonbrahm et al.,
2015) as it can animate a dialogue visually and orally.
Disadvantages of AR:
However, there are also some limitations or disadvantages of
using AR in education. Ibez et al (2014) stated that students could
lose sight of the more critical points they need to learn about the
subject by immersing themselves in the attraction of AR content.
In this case, what students learn is limited to the information
provided by AR. Moreover, since the interaction and experience
with AR are partially different from the real world, this may cause
students to have difficulties when exhibiting the same behavior in
the real world from time to time (Dünser et al., 2007). Besides,
technical disruptions (e.g., problems with installing the
application, sensitivity of AR to light, etc.) may also negatively
affect students’ concentration (Chang et al., 2015).
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According to the Center of Digital Storytelling (as cited in Robin,
2006, 2008), effective digital stories include seven key elements:
a. a point of view (showing the main points of a digital
story and its perspective to the audience),
b. a dramatic question (a key question that catches the
attention of the audience and engages them in the
story),
c. emotional content (concentrating on the issues that
connect the story to the audience in a powerful and
personal way),
d. the gift of your voice (recording a digital story with
one’s voice to help the audience understand the
context of the story),
e. the power of soundtrack (being integrated with audio
materials such as music),
f. economy (not overloading the audience by using too
much information),
g. pacing (being related to the rate of how the digital story
progresses).
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2. production (students’ preparing digital multimedia contents
related to the topics of their stories and then recording their
stories by using their voices),
3. post-production (students’ arranging the contents of their
stories and make their stories digital),
4. Distribution (students’ sharing their digital stories with other
people).
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According to the four phases of preparing a digital story ( Moradi & Chen, 2019),
language learners are supposed to prepare their digital stories in pairs or groups
on their own by completing different procedures such as deciding their topics for
their digital stories after their research, preparing digital
multimedia contents related to the topics of their stories, and arranging the
contents of their stories. All these procedures require them (a) to think critically
about how to do research for their stories, to organize the stories, and to present
them and (b) to deal with any problems they may encounter while preparing their
digital stories. Therefore, DST can help learners to improve their organizational
and research skills (Mirza, 2020; Sevilla-Pavَn et al., 2012) as well as their
presentation, problem-solving, and critical thinking skills (Sevilla-Pavَn et al.,
2012).
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language (L2). For example, Luka advises on restaurants, weather and news; Lark
is a pocket coach and nutritionist; Penny, a virtual bank manager; or Hello
Hipmunk, a reactive travel consultant. These virtual assistants not only provide
good language practice if used in the L2, but they also have real-life relevance.
Gamification:
In literature, we can see the growth of games with the evolution of technology,
and the role of both in education particularly on EFL.
Gamification sits well with the globalized and modern English language class in
higher education, where student-centric approaches cater to a more culturally
heterogeneous and technologically inclined learning environment.
The tool of gamification also allows writing skills to be reinforced after they have
been introduced to the classroom, by providing an engaging platform whereby
students can practice these skills in various quests that are created for this
purpose.
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What differentiates “serious games” from other forms of gaming is that
education is the primary goal, rather than entertainment. Scholars now take
seriously the notion that “using games as an educational tool provides
opportunities for deeper learning”, and a Pearson research report suggests
that educational digital games
1. are built on sound learning principles,
2. provide more engagement for the learner,
3. provide personalized learning opportunities,
4. teach 21st-century skills, and
5. provide an environment for authentic and relevant assessment.
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