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CURRENT TRENDS IN
ONLINE LANGUAGE
LEARNING
BY:
BLEIXEN SANCHEZ
GREISLY GONZALEZ
Online Language Learning (OLL)

Refers to a number of
learning arrangements:
a Web-facilitated class,
a blended or hybrid
course, or a fully
virtual or online course.
Previous Studies on Efficacy of
Online Learning
Some educators and
parents worry about the
effects that these trends
can have in the quality of
language learning in
contrast with the traditional
face-to-face instruction.

The authors concluded that
online learning offered a
modest advantage over
traditional classroom
instruction
Tutorial CALL
Exercises for Grammar, Vocabulary,
Pronunciation, and Beyond

 Quia

 Hot Potatoes
Intelligent CALL (iCALL)

It seeks to
individualize
instruction by
providing a system of
responses and
interactions based on
an extensive record of
each user’s
exchanges with the
tutorial CALL system.
Examples of iCALL

E-Tutor for
German

Tagarela
for
Portuguese

RoboSensei for
Japanese
Social Computing CALL
TEXTUAL-BASED CHAT,
ASYNCHRONOUS AND
SYNCHRONOUS CMC
With respect to L2 instruction, CMC allows instructors
and learners to engage in meaningful negotiations with
all of the positive benefits associated with scaffolding
that have been reported in the literature for face-to-face
exchanges (Smith, 2009).
RESEARCH ON CMC USE AND
EFFECTIVENESS

• According to the reading: “Researchers
using sociocultural theory (SCT) have
focused on CMC more by looking at
how L2 learners participate in new
communities of practice—with different
levels of success in using the target
language and gaining an understanding
of the new culture.”
GAMES FOR LANGUAGE
LEARNING
The Nature of Language Learning
Games
 Games have the potential to combine the best of what
has been developed over recent years in tutorial CALL
programs with the attractive affordances provided by
social computing (Thorne, 2008). Accordingly, students
can work individually but also share their results by
working in teams using chat programs to facilitate
textual and/or audio exchanges. Usually, the visual
representation of the students’ personae is mediated
through the use of an avatar (Peterson, 2010).
World of Warcraft
Second Life
LANGUAGE GAMES, LANGUAGE
PLAY: RESEARCH, CAVEATS

 Peterson(2010) reported on six studies dealing with a Germanlanguage multiuser objectoriented domain (MOO), an Englishlanguage SimCopter, an ESL-basedSimCity, a Japanese-based
application programmed in Active Worlds, an ESL (English as a
second language) example realized in World of Warcraft, and an
Arabic language multimedia tutorial/simulation calledTactical
Iraqi.Peterson described these six gaming experiences in positive
terms, especially because they helped learners increase their target
language production, negotiations of meaning, and good learner
reception. Ranalli (2008) used SimCity to teach vocabulary and
included a rigorous set of assessment measures, but only nine
students participated.
 The use of Croquelandia as a learning medium has already been
discussed here (Thorne et al., 2009), but Cohen and Sykes (2010)
reported limited progress in developing strategic competence in L2
pragmatics competence or students working in this medium.
CONCLUSIONS AND RECOMMENDATIONS

•Given the enthusiasm with which
today’s young people engage in social
networking, it is quite possible that
language students feel particularly
comfortable connecting digitally with
members of the target culture, which
would
enhance
their
digital
communicative competence at the very
least. The same channel might also be
leveraged to connect the language
classroom with other language use
areas, so that L2 students can become
lifelong language learners, rather than
dead-end students, at the completion
of the language requirement.

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Current trends in online language learning

  • 1. CURRENT TRENDS IN ONLINE LANGUAGE LEARNING BY: BLEIXEN SANCHEZ GREISLY GONZALEZ
  • 2. Online Language Learning (OLL) Refers to a number of learning arrangements: a Web-facilitated class, a blended or hybrid course, or a fully virtual or online course.
  • 3. Previous Studies on Efficacy of Online Learning Some educators and parents worry about the effects that these trends can have in the quality of language learning in contrast with the traditional face-to-face instruction. The authors concluded that online learning offered a modest advantage over traditional classroom instruction
  • 4. Tutorial CALL Exercises for Grammar, Vocabulary, Pronunciation, and Beyond  Quia  Hot Potatoes
  • 5. Intelligent CALL (iCALL) It seeks to individualize instruction by providing a system of responses and interactions based on an extensive record of each user’s exchanges with the tutorial CALL system.
  • 6. Examples of iCALL E-Tutor for German Tagarela for Portuguese RoboSensei for Japanese
  • 8. TEXTUAL-BASED CHAT, ASYNCHRONOUS AND SYNCHRONOUS CMC With respect to L2 instruction, CMC allows instructors and learners to engage in meaningful negotiations with all of the positive benefits associated with scaffolding that have been reported in the literature for face-to-face exchanges (Smith, 2009).
  • 9. RESEARCH ON CMC USE AND EFFECTIVENESS • According to the reading: “Researchers using sociocultural theory (SCT) have focused on CMC more by looking at how L2 learners participate in new communities of practice—with different levels of success in using the target language and gaining an understanding of the new culture.”
  • 10. GAMES FOR LANGUAGE LEARNING The Nature of Language Learning Games  Games have the potential to combine the best of what has been developed over recent years in tutorial CALL programs with the attractive affordances provided by social computing (Thorne, 2008). Accordingly, students can work individually but also share their results by working in teams using chat programs to facilitate textual and/or audio exchanges. Usually, the visual representation of the students’ personae is mediated through the use of an avatar (Peterson, 2010).
  • 13. LANGUAGE GAMES, LANGUAGE PLAY: RESEARCH, CAVEATS  Peterson(2010) reported on six studies dealing with a Germanlanguage multiuser objectoriented domain (MOO), an Englishlanguage SimCopter, an ESL-basedSimCity, a Japanese-based application programmed in Active Worlds, an ESL (English as a second language) example realized in World of Warcraft, and an Arabic language multimedia tutorial/simulation calledTactical Iraqi.Peterson described these six gaming experiences in positive terms, especially because they helped learners increase their target language production, negotiations of meaning, and good learner reception. Ranalli (2008) used SimCity to teach vocabulary and included a rigorous set of assessment measures, but only nine students participated.  The use of Croquelandia as a learning medium has already been discussed here (Thorne et al., 2009), but Cohen and Sykes (2010) reported limited progress in developing strategic competence in L2 pragmatics competence or students working in this medium.
  • 14. CONCLUSIONS AND RECOMMENDATIONS •Given the enthusiasm with which today’s young people engage in social networking, it is quite possible that language students feel particularly comfortable connecting digitally with members of the target culture, which would enhance their digital communicative competence at the very least. The same channel might also be leveraged to connect the language classroom with other language use areas, so that L2 students can become lifelong language learners, rather than dead-end students, at the completion of the language requirement.