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ENG517 Midterm Important Terms

Computer Assisted Language Learning PDF 194 KBUpdated 23 Oct 2026
Midterm past paper ENG517 Midterm Important Terms PDF 194 KB
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Midterm past paper
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ENG517 Computer Assisted Language Learning
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23 Oct 2026
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ENG517 · Module 01: Introduction to CALL · 1. Computer-Assisted Language Learning (CALL)

CALL refers to the use of computers and associated technologies in language teaching and learning. It encompasses tools like desktops, laptops, and mobile devices used to enhance language acquisition.

2. Computer-Aided Language Instruction (CALI)

An alternative term for CALL, commonly used in the U.S., focusing on the instructional aspect of computer-assisted learning.

3. Multimedia

Combines text, audio, video, and graphics in CALL activities, providing a rich and interactive learning environment.

4. Internet Applications

Includes tools like email, chat rooms, and the World Wide Web to promote real-time communication and access to authentic materials.

5. Tutor vs. Tool Roles

The computer acts as a tutor by providing instruction and feedback (e.g., grammar exercises) or as a tool for learners to explore and communicate (e.g., web searches or collaborative projects).

Module 02: Scope of CALL

6. Technology-Driven CALL

A critique that CALL is often focused more on technological advances than on pedagogical or theoretical considerations.

7. Language Learning Theories

CALL incorporates various theories, such as behaviorism, constructivism, and sociocultural theory, to design activities.

8. Normalization

A state where technology becomes fully integrated into teaching and learning, much like traditional tools like textbooks or whiteboards.

9. Educational Objectives

Clear goals set for CALL, such as improving communication skills, learning vocabulary, or practicing grammar.

10. Learner Autonomy

CALL promotes self-directed learning by providing tools and resources that learners can access at their own pace.

Module 03: Brief History of CALL - I

11. Behavioristic CALL

The earliest phase of CALL (1950s-1970s), based on behaviorist theories, focusing on drills and repetitive practice.

12. Drill-and-Practice Model

A teaching approach where learners repeatedly practice specific language points until mastery.

13. Mainframe Computers

The large computers used in the early days of CALL, typically available only at research institutions.

  1. PLATO System An early CALL system developed in the 1960s, providing interactive grammar and vocabulary exercises.
  2. Simulations Interactive scenarios where learners practice language in real-life contexts, fostering problem-solving and communication skills.

Module 04: Brief History of CALL - II

16. Communicative CALL

The second phase of CALL (1970s-1980s), emphasizing meaningful communication over rote memorization.

17. Multimedia CALL

The use of multimedia technologies (video, audio, graphics) in the 1990s to provide an immersive learning experience.

18. Artificial Intelligence in CALL

Incorporating AI to create adaptive learning systems that respond to individual learner needs.

19. Videodisc Technology

A precursor to CD-ROMs, used in the 1980s for high-quality video content in CALL.

20. Compact Disc Read-Only Memory (CD-ROM)

Replaced videodiscs by offering more compact and versatile storage for multimedia CALL programs.

Module 05: Models for CALL

21. Dunkin and Biddle’s Model

A framework originally for classroom teaching, adapted to analyze the variables in CALL environments.

22. Presage Variables

Factors like teacher training and experience that influence the use of CALL.

23. Context Variables

The settings in which CALL occurs, such as classrooms, homes, or virtual environments.

24. Process Variables

The interactions between learners, teachers, and technology during CALL activities.

25. Product Variables

Outcomes of CALL, including language proficiency and learner engagement.

Module 06: The Role of the Teacher

26. Teacher Training in CALL

The specialized preparation teachers need to integrate CALL effectively into their classrooms.

27. Integration of CALL

Blending CALL activities seamlessly into broader language teaching curricula.

28. Feedback in CALL

The immediate and automated responses learners receive in CALL activities, crucial for learning.

29. Classroom vs. Virtual Contexts

CALL adapts to both traditional classrooms and online or distance learning environments.

30. Teacher as Facilitator

In CALL, teachers guide and support learners rather than delivering content directly.

Module 07: Learner Interaction

31. Computer-Mediated Communication (CMC)

Using technology for real-time or asynchronous communication, such as video calls or email, to practice language skills.

32. Interactive Learning

A learner-centered approach in CALL that promotes active engagement with tasks and peers.

33. Learner Motivation

CALL often enhances motivation by making language learning enjoyable and interactive.

34. Task-Based Learning

A method where learners complete real-world tasks using CALL tools, such as creating presentations or conducting online research.

35. Collaboration in CALL

Encouraging teamwork through CALL platforms, fostering peer learning and communication.

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