About me

Tuesday, November 18, 2025

DEFINITION OF CALL

 

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.

 

No comments:

Post a Comment