6. 2. DETERMINING
OBJECTIVES
The 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.
7. Example:
-Designing CALL program with the
objective to improve students’
proficiency in English Grammar
- Too-too-moo and the Giant
developed by Basuki and Hartoyo
that focuses on reading narrative
which aims to improve students’
understanding about narrative text.
8. 3. CHOOSING
TYPES OF THE
PROGRAM
One of the types that has been more
selected and preferred is TUTORIAL.
According to Criswell (1989), there are
two types of tutorials:
1. Linear Program
2. Branching Program
9. 1. Linear Program
1. Present every frame to every
students.
2. The presentation is much like a
textbook, often heavily word oriented.
3. The student can not alter the forward
progression of the program, except to
pace it.
10. 2. Branching Program
1. Include pre-tests of major
sections in the program.
2. The program computes the
student score and advises the
student to either skip over or to
complete the section.
11. 3. Often include review sequences
that the student can select as
needed.
4. The type of feedback given to
students in brancing programs
ranges from simple: (such as
“correct”) to more elaborate (such
as “you forget to carry the 1. Please
try again”).
12. 4. SELECTING
MATERIALS
It is important that multimedia authors
and teachers do not fall back into the
trap of setting the same dull of tasks. We
need, when designing learning tools, to
recognize that language is not just
vocabulary and structure, language is a
tool of communication.
14. 5. CHOOSING
SOFTWARE
A software used in a program of Mr.
Hartoyo’s ,Too Too Moo, is
ASYMETRIX MULTIMEDIA
TOOLBOOK 3.O, an authoring system
running under Windows.
15. The Strength of ToolBook 3.0
1. ToolBook 3.0 is a hypermedia
system. It is expansive and flexible in
its ability to provide acess to text,
pictures and other media.
2. As hypermedia software, ToolBook
is supported by text, graphics and
visual illustration, and can be
combined with audio and video.
16. 3. It is mainly run on PCs (IBM) which
are widely used and intended to be
developed in Indonesia
17. 6. DETERMINING
TASKS
Wilson (1994) suggested that before
designer 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.
18. 7. DESIGNING STRUCTURE
OF THE PROGRAM
The Content of the Program:
1. Information / Explanation
2. Material Highlighted in the Program /
POP-UP
3. A set of Exercises