Definition of CALL
CALL (Computer-Assisted Language Learning) is an approach to language teaching and learning that uses computers, digital tools, and technology to support, enhance, and facilitate the acquisition of a language. CALL integrates software, online platforms, multimedia resources, and interactive applications to improve learners’ skills in listening, speaking, reading, writing, grammar, and vocabulary.
In simple terms:
CALL is the use of computers and digital technologies to help people learn
languages more effectively.
Materials About CALL
Below are essential materials often used in CALL
environments, along with explanations:
1. Multimedia Learning Materials
These materials combine text, images, audio, and video to
create rich learning experiences.
Examples:
- Interactive
videos
- Animated
grammar explanations
- Listening
tasks with transcripts
- Pronunciation
models with audio
Purpose: To make learning more engaging and to
support multiple learning styles.
2. CALL Software and Applications
Programs specifically designed for language learning.
Examples:
- Duolingo,
Babbel
- Rosetta
Stone
- EnglishCentral
- Tell
Me More
Purpose: To provide structured practice with
immediate feedback.
3. Web-Based Learning Materials
Online platforms that offer activities, exercises, and
interaction.
Examples:
- Learning
Management Systems (Google Classroom, Moodle)
- Online
quizzes (Quizizz, Kahoot!, Quizlet)
- Digital
textbooks and e-learning modules
Purpose: To allow flexible, anytime-anywhere
learning.
4. Corpora and Concordancers
Tools that provide authentic examples of language use.
Examples:
- COCA
(Corpus of Contemporary American English)
- British
National Corpus
- AntConc
(concordancer software)
Purpose: To analyze real language patterns for
vocabulary, grammar, and collocations.
5. Communication Tools
Technology that supports real-time or asynchronous
communication.
Examples:
- Zoom,
Google Meet (video conferencing)
- WhatsApp/Telegram
groups
- Discussion
forums
- Voice
recording tools
Purpose: To practice speaking, listening, and
interaction with real partners.
6. Mobile-Assisted Language Learning (MALL)
Learning materials accessible through smartphones and
tablets.
Examples:
- Mobile
dictionaries
- Flashcard
apps
- Augmented
reality tools for vocabulary
Purpose: To support learning anywhere and increase
learner autonomy.
7. Games and Gamified Learning Tools
Digital games or game-like activities for language learning.
Examples:
- Role-playing
games
- Gamified
vocabulary review
- VR/AR
language simulations
Purpose: To increase motivation and engagement.
8. Authentic Digital Materials
Real-life language resources available online.
Examples:
- Social
media posts
- News
websites
- YouTube
videos
- Podcasts
Purpose: To expose learners to real, everyday
language usage.

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