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Developing CALL Program

Developing CALL Program. By : Group 3. OUTLINE. Introduction Designing and Evaluating CALL program. THE STEPS IN DESIGNING Call program. Initial Planning

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Developing CALL Program

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  1. Developing CALL Program By : Group 3

  2. OUTLINE • Introduction • Designing and Evaluating CALL program

  3. THE STEPS IN DESIGNING Call program • Initial Planning It has a set of tasks: determining objectives, type of programs, selecting materials, choosing software, determining tasks, and structuring program design

  4. Determining Objectives • It is important to identify objectives • The objective will function as a guide (Hartoyo, 2012:68) • For example, the objective is to develop listening skill.

  5. Choosing type of programs • Hartoyo stated (2012: 69) there are several types of computer-based programs commonly used in language learning: • Drill and practice • Games • Tutorial • Simulation • Problem solving • demonstration

  6. Selecting Materials • The teacher should be selective in choosing the materials. The materials should be also suitable what the students needed. • Five problematic aspects particularly Indonesian learners of English : • Nouns • Definite and indefinite articles • Subject which require a singular/plurar verb • Tenses • Conjunction

  7. Choosing Software • There are some multimedia software can be used to design/ develop a call program. • The considerations to chose the software : • Enable the user/ students to explore and read the materials or any information which attracts their own interest (ToolBook 3.0) • ToolBook is supported by text, graphics and visual illustrations, and it can also be combined with audio as well as video (Hypermedia Software) • ToolBook is mainly run on PCs (IBM)

  8. Determining Tasks • They must be able to analyze what learning task should be provide to stimulate interaction between the user and the computer. • The learning tasks were presented in the form of a set of exercises following material presentation section, and learner were asked to practice doing them.

  9. The program normally consists of three parts, they are: Designing Structure of The Program • The first part consists of information/explanation about the tutorial program to help the user use the program easier. • Related to the material is provided in the form of pop-up windows which appear whenever the user clicks on the relevant “hot words” • Part of the program is a set of exercise that enable the user to assess his/her understanding toward the materials he/she just learnt.

  10. Principles for Designing and Testing the CALL Program The self-access computer-assisted language learning program is usually designed on the basis of five principles:

  11. 1. Interactivity Interactivity refers to how the program can stimulate interaction, especially interaction between the computer and the user. It includes the effectiveness of the instructions and feedback provided in the program.

  12. 2. Usability Usability (flexibility) refers to the flexibility, ease and inherent interest of the program used, and how easy it is to navigate within the program.

  13. 3. Content Appropriateness • Content appropriateness is concerned with the amount of material [resented in the program, how easily the material is learned and understood, and how far the material meets the student’s need.

  14. 4. Effectiveness Effectiveness refers to how effectively the program assist language learners to improve their mastery of grammar.

  15. Performance refers to the presentation, layout of the screen, the color and the illustration used in the program (picture, diagram, charts, etc.) 5. Performance (Attractiveness)

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