DEVELOPING CALL PROGRAM
CALL
program is one of effective ways of English language teaching and learning. A
number of studies reported its effectiveness in assisting students to learn
independently and get a better self confidence in learning English. However to
be able to develop a CALL program, we need to follow some steps such as: 1.
Initial planning, 2. Determining objectives, 3. Choosing types of the programs,
4. Selecting materials, 5. Choosing program, 6. Determining task, 7. Designing
structure of the program.
The
initial process of designing a model of self-access computer-assisted language
learning (CALL) program which comprises a set of task: determining objectives,
types of program, selecting materials, choosing software, determining tasks, and
structuring program design.
Determining
the program’s objectives should be done prior to any other step. Objective will
normally function as a guide to the nature of the structure of the program and
is thus crucial to the design of the whole project. The aims of CALL program is
to provide self-access learning resources such as grammar, vocabulary, and
other skills and components.
There
are several types of computer-based programs commonly used in language learning
such as drill and practice, games, tutorials, simulations, problem solving, and
demonstration. Tutorials have been more selected and preferred. There are two
kinds of tutorial, they are ‘linear’ and ‘branching’. Linear program presents
every frame to every student. Linear programs may be paced by the student and
may include interesting graphics. The student can not alter the forward
progression of the program, except to pace it. On the other hand, branching
programs permit interaction with parts of the program without requiring formal
completion of all prior elements in the program. Branching programs include
pre-tests of major sections in the program. The program computes the student
score and advises the student to either skip over or complete the section. In
branching program, feedback can be given ranges from simple (such as ‘correct’)
to more elaborate (such as ‘you forgot to carry the 1. Please try again’).
Next
step is selecting materials. It is important that multimedia authors and
teachers do not fall back into the trap of setting and the same dull old tasks
like performing drill, copying out lists of words, doing vocabulary and grammar
test with one answer, etc. Hartoyo (1998) developed a material that covers
grammatical structures which are considered to be the main programs for EFL learners,
particularly Indonesia learners of English. There are five aspects of grammar
which are covered such as nouns, articles, subject-verb agreement, tenses, and
conjunctions.
After
choosing material, there is an important step that is choosing software. There are
some multimedia software that can be used to design or develop a CALL program
for example Asymetrix Multimedia Toolbook 3.0. This program is selected to
develop CALL program based on some considerations. They are: 1. Toolbok 3.0 is
a hypermedia system. Therefore, it is appropriate for designing tutorial
program as it enables users to explore and read material or any information. 2.
Toolbook is supported by text, graphics and visual illustrations, and it can
also be combined with audio as well as video. 3. Toolbook is mainly run on PCs
which are widely used in the place where the study was carried out.
Various
researches claim that tasks in computer based programs are essential in
stimulating interaction both between learners and computers. Wilson (1994)
suggeste that before designers can build CALL system that “understand” their
users, they must be able to analyze what learning tasks should be provided to
stimulate interaction between the user and the computer.
We
also need to design structure of the program. The program normally consists of
three parts. The first part consists of information/explanation about the tutorial
program. The second part consists of material highlighted in the program. The third
part of the program is a set of exercises that enables the user to assess
his/her understanding toward the materials he/she has just learnt. The exercise
section was also completed with a pop-up window that gives a response to the
students whenever they answer the question. For example: “you answer is correct”,
“try again and good luck!”, or “nearly correct”. The program also provides
several facilities such as “objectives, helps, next, previous, and main menu”
buttons to enable learners to navigate to a particular page or section.
The
self-access computer-assisted language learning program is usually design on
the basis of five principles, they are: 1. Interactivity (feedback and
instruction). It refers to the effectiveness of the instructions and the
feedback provided in the program. 2. Usability (flexibility). It refers to how
easy it is to navigate within the program. 3. Content appropriateness. It concerns
with the materials presented in the program. 4. Effectiveness. It refers to how
effective the program assists language learners to improve their mastery of the
material. 5. Performance (attractiveness). It refers to the presentation,
layout of the screen, the color, and the illustrations.