lunes, 21 de enero de 2013

Blended Learning definitions and suggestions of use

CALL in the 90´s


Call in the 90´s

Guidelines (made by Murray, Morgenstern, and Furstenberg (1991:97-118) to suggest how narrative-driven multimedia learning environments might be evaluated:

1.    Multiplicity of protagonists: allows for the story to be told from different points of view. This then creates learning gaps requiring the learners to fill in information.
2.    Multiplicity of plot events: creates variety based on learner choices that influence the development of the narrative.
3.    Knowledge-based choice points: allow for learning tasks that are necessary to the continuation of the narrative.
4.    Choice-points based on temperament of the learner: allow learners to pursue the narrative according to the depth of their own interest and abilities to complete more practical or narrative tasks which, nonetheless, cover the same materials.
5.    Whimsical surprises: offer unexpected enjoyment thus allowing for momentary diversion and encouraging exploration.
6.    Multimedia for presentation: offers different methods of outputs
7.    Intrinsic rather than extrinsic rewards

There are non-narrative multimedia materials that do not accommodate many of the above points but the list is a useful starting point for deciding what is possible and desirable within a multimedia context.

Some CALL resources in the 90’s:
  •          Hypertext: refers to links among textual items usually indicated by key words set in underlined blue type that, when highlighter by a pointer device and selected or clicked, takes the reader to the referent.
  •         Hypermedia: refers to similar links as the one´s used in hyper texts  but instead of linking text to text, hypermedia involves linking various media, such as sounds, images, animation, or video.
  •         Multimedia: multimedia tends to feature several media types including text, images, sound, video and or animations.
  •          Simulations: it represents various activities or real life situations in the form of a game for training, analysis, or prediction.

lunes, 14 de enero de 2013


Introduction to CALL


CALL (computer-assisted language learning): is the search for the study of applications of the computer in language learning

Technology: is the making, modification, usage, and knowledge of tools, machines, techniques, crafts, systems, methods of organization, in order to solve a problem, improve a preexisting solution to a problem, achieve a goal, handle an applied input/output relation or perform a specific function. It can also refer to the collection of such tools, machinery, modifications, arrangements and procedures. 

Computers can do:
-provide authentic information
-motivate depth and quality of engagement characteristic of human interaction
- provide immediate, yet fixed, feedback, suggestions and encouragement
-motivate task persistence .record learners writing, speech, and learning progress.

Computers can´t do:
-judge unexpected input
-Provide individualized feedback beyond a predetermined list of messages
-engage learner in rich negotiation of meaning characteristic of face to face interaction

What to do before starting to work with digital tools in class?
  •  See advantages and disadvantages of the selected tool before using.
  •  Be focused on the main objective
  •  Avoid basing the entire class in digital tools, combine traditional and digital tools.