2. CONCERNS FOR SOFWARE
DEVELOPMENT
Traditionational material tend to follow a set scope
and secuence that lay down the paths and principles
of learning and this is the general route followed by
most computer-based learning materials that are
some cases, adaptations of existing texbooks.
This hability to choose the path of learning means
that defferent learners are nort all constrained to
learn the same materials in the same way but may
instead find new answers and solutions to questions.
3. PEDAGOGICAL CONCERNS FOR
CLASSROOM PRACTICE
Here considers the role of the computer as a kind of
virtual teacher or at least taking the place of the
teacher for some functions at some times as learners
increasingly engage in autonomous learning.
SOFTWARE OBJECTIVES
Explaining what skills each software package
attempts to improve is an important task for teachers
and learners.
4. Evaluation software
If CALL software package are to be properly
evaluated and matched with learning needs, they
need to be classified by teachers, one way for
teachers to do so is by collecting reviews of software
from professional publications such as CALL.
5. LEARNING AND WORKING STYLES
Learners should examine how they prefer to learn,
but they should also consider on an ongoing basis
wheter their current learning style(s) is efficient and,
if not, where it is in need of some improvement,
learners need to develop multiple learning styles.
6. Evolving technology
The cost of technology can be barrier both to getting
involved in CALL and maintaining the latest
technology, materials created only a few years ago on
one version of an operating system may not function
properly or at all on the latest versions ; other
problems centre around developing new CALL
programs, including a lack of founds, expertise and
authoring programs.
7. COMMERCIAL SOFTWARE
Some cases the creation of interactive educational
software means that it is often designed on the basis of
what engineers decide is possible and what marketing
executives decide can be sold. For larger projects,
currently, software programmers, engineers and
marketing executives, ratehr than educational
academics and teachers, make many of the critical
decisions on the creation of popular educational
software.
8. Copyright and Plagiarism
All computer-based information, whether text, graphics, music or
software programs, is essentially digital in nature, digital means that the
core date can be broken down into strings of binary numbers: ones and
zeros. This can be copied and manipulated. This is especially true of text
and images found on the WWW. Student projects often features text
and images borrowed from existing websites. In many countries, a fair
use provision eithin copyright law allows for learners to use some
materials for in-class projects.
However, it does not give learners the right to repost images and text
onto the WWW. Plagiarism using materials from the WWW is also
common but tools such as those found at www. Plagiarism.org can be
of some help to teachers who suspect their students of failing to
acknowledge what they have borrowed.