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DESIGNING   CALL DESIGNING CALL
Presented by Group 4 ,[object Object],[object Object],[object Object],[object Object]
What is designing CALLโ€ฆ? ,[object Object]
Initial Planning ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],The initial process of designing a model of self-access Computer Assisted Language Learning (CALL) Program comprises  of  a set of tasks  as follows :
Determining Objectives ,[object Object],[object Object]
Choosing Types of Programs There are several types of computer based programs  commonly used in language learning such as : drill and practise,  games,  tutorials,  simulations,  problem solving,  and demonstration  Criswell (1989:9) point out that these are two types of Tutorials : Linear program and  Branching program
Linear program ,[object Object],[object Object],[object Object],Choosing Types of Programs
Branching program ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Hartoyoโ€™s CALL Tutorial Program ,[object Object],[object Object],[object Object],[object Object],Choosing Types of Programs
Selecting Materials ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Selecting Material by Hartoyo (1998) ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Choosing Software ,[object Object]
CALL program developed by Hartoyo was designed using Asymetrix Multimedia  ToolBook  3.0, an authoring system running under windows ToolBook
ToolBook is also hypermedia that it is able to manage a collection of information that can be accessed non-sequentially ToolBook
Considerations in using ToolBook 3.0 for designing CALL program by Hartoyo ,[object Object],[object Object],[object Object]
Determining Tasks ,[object Object],[object Object]
Tasks in the CALL program developed by Hartoyo were presented in the form of a set of exercises following material presentation section, and learners were asked to practice them Tasks
Designing Structure of the program ,[object Object],[object Object],[object Object],[object Object]
Principles for Designing and Testing the CALL Program ,[object Object],[object Object],[object Object],[object Object],[object Object]
Principles for Designing and Testing the CALL Program Interactivity (feedback and Instruction) Interactivity refer 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 ,[object Object],[object Object],[object Object],[object Object],[object Object]
Principles for Designing and Testing the CALL Program Usability (flexibility) Refers to the flexibility, easy and inherent interest of the program used, and how easy it is to navigate within the program ,[object Object],[object Object],[object Object],[object Object],[object Object]
Principles for Designing and Testing the CALL Program Content Appropriateness Content appropriateness is concerned with the amount of material presented in the program, how easy the material is learned and understood, and how far the material meets the studentsโ€™ need ,[object Object],[object Object],[object Object],[object Object],[object Object]
Principles for Designing and Testing the CALL Program ,[object Object],[object Object],[object Object],[object Object],[object Object],Effectiveness Refers to how effectively the program assist language leraners to improve their mastery of grammar.
Principles for Designing and Testing the CALL Program Performance Refers to the presentation, layout of the screen, the colour, and the illustration (picture, diagram, charts, etc.) used in the program ,[object Object],[object Object],[object Object],[object Object],[object Object]
THANK YOU

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Designing CALL

  • 1. DESIGNING CALL DESIGNING CALL
  • 2.
  • 3.
  • 4.
  • 5.
  • 6. Choosing Types of Programs There are several types of computer based programs commonly used in language learning such as : drill and practise, games, tutorials, simulations, problem solving, and demonstration Criswell (1989:9) point out that these are two types of Tutorials : Linear program and Branching program
  • 7.
  • 8.
  • 9.
  • 10.
  • 11.
  • 12.
  • 13. CALL program developed by Hartoyo was designed using Asymetrix Multimedia ToolBook 3.0, an authoring system running under windows ToolBook
  • 14. ToolBook is also hypermedia that it is able to manage a collection of information that can be accessed non-sequentially ToolBook
  • 15.
  • 16.
  • 17. Tasks in the CALL program developed by Hartoyo were presented in the form of a set of exercises following material presentation section, and learners were asked to practice them Tasks
  • 18.
  • 19.
  • 20.
  • 21.
  • 22.
  • 23.
  • 24.