CALL     COMPUTER ASSISTED LANGUAGE LEARNING
Different Approaches <ul><li>A rapid, continually evolving technology. </li></ul><ul><li>There are conceptual and practica...
Practical issues to consider <ul><li>Selection of the hardware and software development tools for the project. </li></ul><...
<ul><li>A  Mark-up language to enable publishing on the WWW such as: </li></ul><ul><li>-Hypertext  or Virtual Reality Mark...
Hardware and Software <ul><li>Hardware: machinery and electronic parts of a computer system </li></ul><ul><li>Software: pr...
<ul><li>The hardware and software use can be determined depending on how you conceptualize CALL. </li></ul><ul><li>Both ha...
Twofold problem <ul><li>The equipment might have been superseded by the end of the project. </li></ul><ul><li>The cost of ...
<ul><li>The election of these materials  </li></ul><ul><li>is important for the results. </li></ul><ul><li>Sometimes, prog...
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2. Sara Marí and Nancy Vecino - Different approaches

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2. Sara Marí and Nancy Vecino - Different approaches

  1. 1. CALL COMPUTER ASSISTED LANGUAGE LEARNING
  2. 2. Different Approaches <ul><li>A rapid, continually evolving technology. </li></ul><ul><li>There are conceptual and practical poblems… </li></ul><ul><li>Multitude of approaches. </li></ul><ul><li>Points of departure range dramatically from: - top-down approches. </li></ul><ul><li> - CALL materials from the botton-up </li></ul><ul><li> - learning strategy </li></ul>
  3. 3. Practical issues to consider <ul><li>Selection of the hardware and software development tools for the project. </li></ul><ul><li>-Hypercard, Authorware ToolBook, CALIS, C, and Visual Basic </li></ul>
  4. 4. <ul><li>A Mark-up language to enable publishing on the WWW such as: </li></ul><ul><li>-Hypertext or Virtual Reality Mark-up languages (HTML and VRML). </li></ul><ul><li>Are just a handful of the many options now available. </li></ul>
  5. 5. Hardware and Software <ul><li>Hardware: machinery and electronic parts of a computer system </li></ul><ul><li>Software: programms. </li></ul>
  6. 6. <ul><li>The hardware and software use can be determined depending on how you conceptualize CALL. </li></ul><ul><li>Both have a sweeping influence on what is ultimately created  consequence of the development process where CALL materials variously shape and constrain. </li></ul><ul><li>The software has to reach the </li></ul><ul><li>students and they have to use it </li></ul><ul><li>regularly. </li></ul>
  7. 7. Twofold problem <ul><li>The equipment might have been superseded by the end of the project. </li></ul><ul><li>The cost of materials are extortionate (very expensive). </li></ul>
  8. 8. <ul><li>The election of these materials </li></ul><ul><li>is important for the results. </li></ul><ul><li>Sometimes, programs which prove themselves to be good are replaced just because they are considered to be outmoded. </li></ul>

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