APPROACHES TO THE DESIGN OF SOFTWARE LANGUAGE TEACHING

Authors

  • Martin K. Phillips

DOI:

https://doi.org/10.1558/cj.v3i4.36-39

Keywords:

game, problem solving, text reconstruction, text construction, simulation, exploratory program, quiz, instructional focus, level of difficulty, classroom management, learning style

Abstract

It is argued that there is a need in the field of computer-assisted language learning (CALL) to develop a principled framework which will enable current activity to be related to an appropriate theoretical perspective and to suggest avenues of future development. A comparison of two different types of CALL programs leads to a discussion of some of the possible elements of such a framework.

References

Higgins, J., and T. Johns. 1984. Computers in Language Learning. London: Collins.

Johns, T. 1981. The uses of an analytic generator: The computer as teacher of English for specific purposes. ELT Documents112: 96-105.

Kemmis, S. 1977. How Do Students Learn? Norwich: Centre for Research in Education, University of East Anglia.

Kenning, M., and Kenning, M. M. 1983. An Introduction to Computer Assisted Language Teaching. Oxford: Oxford UniversityPress.

Malone, T. W. 1982. What makes computer games fun? Computers in Schools 7: 14-21.

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Published

2013-01-14

Issue

Section

Articles

How to Cite

Phillips, M. K. (2013). APPROACHES TO THE DESIGN OF SOFTWARE LANGUAGE TEACHING. CALICO Journal, 3(4), 36-39. https://doi.org/10.1558/cj.v3i4.36-39

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