Information and Communication Technology in English Language Teaching

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ICT in ELT: how did we get here and where are we going? Pribadi Hadhi Linguistics Department, Faculty of Humanities University of Indonesia Gavin Dudeney and Nicky Hockly

Transcript of Information and Communication Technology in English Language Teaching

ICT in ELT:how did we get here and where are we going?

Pribadi Hadhi

Linguistics Department, Faculty of Humanities

University of Indonesia

Gavin Dudeney and Nicky Hockly

Presentation Divisions:Computer-Assisted Language Learning (CALL)

The Great Shift

The Future of Technology in

ELT

Computer-Assisted Language Learning (CALL)

Stage 1

Stage 2

Stage 3

Behaviouristic CALL (Warschauer)/Restricted CALL (Bax, 2003)Communicative CALL (Warschauer)/Open CALL (Bax, 2003)

Integrative CALL (Warschauer)/Integrated CALL (Bax, 2003)

(Dudeney and Hockly, 2012)

Hardware, Multimedia &

Corpora

Behaviouristic / Restricted CALL

(Dudeney and Hockly, 2012)

The first uses in computers in language learning were

designed on textbook and language laboratory paradigm as well as Skinner’s behavior theory.

B.CALL aimed to transfer existing foreign language

and textbook to computer-based application.

Learners used the computer to turn the pages of

textbook, fill in the blank in workbook drill and choose multiple choice answer to questions.

Communicative / Open CALL

(Dudeney and Hockly, 2012)

Focused on communication rather than on the form

and avoid drills.

The computer assumed the role of stimulus,

encouraging tasks and work that focused on writing, critical thinking and situated language practice.

Allowed learners to explore the subject matter by

providing environment and using the target language feels natural.

Integrative / Integrated CALL

(Dudeney and Hockly, 2012)

Includes prominent development in multimedia and

early internet access as key factors contributing to full integrative implementation.

More focus on the four skills, greater personal

interactions between learners and a higher emphasis on computer-mediated communication.

Hardware, Multimedia and Corpora

(Dudeney and Hockly, 2012)

Hardware:Cheaper PC, color monitors, and other useful hardware

Multimedia:Educational CD-ROMS such as Encarta, computer lab (rooms with banks of computers)

Corpora:The Collins COBUILD English Course (1988)Cambridge learner’s Dictionary (2001)The New Headway iTools Series

Hardware, Multimedia and Corpora

The Great Shift

(Dudeney and Hockly, 2012)

Internet exchange

WebQuestsWebsites and resources for teachersOnline discussion group and teacher trainingWeb 2.0

IWBs

Social networks

The Great Shift

Internet Exchange

WebQuests

Website and Resources for Teacher

From traditional ‘penpal’ to sending email or text chat talking/IRC

A WebQuest is an inquiry-oriented lesson format in which most or all the information that learners work with comes from the web.http://www.onestopenglish.comhttp://www.britishcouncil.orghttp://www.its-online.com/

The Great Shift

Online discussion & teacher training

Web 2.0

IWBs

TESL-L and NETEACH-L serve not only discussing teaching itself, but also leading to problem-solving discussions for people new to technology.

Web 1.0 is a static, expert-produced resource. Web 2.0 is a more creative, consumer-driven space.IWB and a computer connected to internet allow teachers to bring resources offered by internet into the classroom easily.

The Great Shift

The Future of Technology in ELT

(Dudeney and Hockly, 2012)

Mobile and Blended Learning

Augmented Reality (AR) and Game-Based

Learning

(Dudeney and Hockly, 2012)

Mobile and Blended Learning

Using mobile phones to deliver English learning content to

less developed areas in Bangladesh ( Janala Project), Philippines (Text2Teach Project) and India (MILLEE project)

Schools are investing in netbooks or tablet computers for

learners rather than setting up computer rooms.

Course book components can be downloaded on to

learners’ mobile devices.

(Dudeney and Hockly, 2012)

AR and Game-Based Learning

AR works by adding virtual layer of information (text,

video, or image) on the real world. E.g. Holding up a mobile smartphone to look at a famous landmark.

Simple website-based games for language learning have

been available for decades and continue to be used. E.g. 3D World Second Life by British Council, Our Discovery Island by Pearson Digital Play by Mawer and Stanley

AR and Game-Based Learning

AR and Game-Based Learning

Thank you