Reprinted with
permission of LogosInternational. Please cite as:
Warschauer, M. (1996). Computer-assisted language
learning: An introduction.In S. Fotos
(Ed.), Multimedia language teaching (pp. 3-20).
Until quite recently, computer-assisted language
learning (CALL) wasa topic of relevance mostly to
those with a special interest in that area.Recently,
though, computers have become so widespread in schools and homesand
their uses have expanded so dramatically that the majority of languageteachers must now begin to think about the
implications of computers forlanguage learning.
This article provides brief overview of how
computers have beenused and are being used for
language teaching. It focuses not on a technicaldescription
of hardware and software, but rather on the pedagogical questionsthat
teachers have considered in using computers in the
classroom. Forthose who want more detailed
information on particular applications, atypology of
CALL programs (Appendix A) and a list of furtherCALL
resources (Appendix B) is included at the end.
Though CALL has developed gradually over
the last 30 years, this developmentcan be categorized
in terms of three somewhat distinct phases which I willrefer
to as behavioristic CALL, communicative
CALL, andintegrativeCALL (cf. Barson & Debski, in press).
As we will see, the introductionof a new phase does
not necessarily entail rejecting the programs and methodsof
a previous phase; rather the old is subsumed within the new. In addition,the phases do not gain
prominence one fell swoop, but, like all innovations,gain
acceptance slowly and unevenly.
The first phase of CALL, conceived in
the 1950s and implemented in the1960s and '70s, was based on the then-dominant
behaviorist theories oflearning. Programs of this
phase entailed repetitive language drills andcan be
referred to as "drill and practice" (or, more pejoratively, as "drilland kill").
Drill and practice courseware is based on the
model of computeras tutor(
* Repeated exposure to the same material is
beneficial or evenessential to learning
* A computer is ideal for carrying out repeated
drills, sincethe machine does not get bored with
presenting the same material and sinceit can provide
immediate non-judgmental feedback
* A computer can present such material on an
individualized basis,allowing
students to proceed at their own pace and freeing up class timefor
other activities
Based on these notions, a number
of CALL tutoring systems weredeveloped for the
mainframe computers which were used at that time. Oneof
the most sophisticated of these was the PLATO system, which ran on itsown special PLATO hardware, including central computers
and terminals.The PLATO system included vocabulary
drills, brief grammar explanationsand drills, and
translations tests at various intervals (Ahmad, Corbett,Rogers,
& Sussex, 1985).
In the late 1970s and early 1980s, behavioristic CALL was underminedby
two important factors. First, behavioristic
approaches to language learninghad been rejected at
both the theoretical and the pedagogical level. Secondly,the introduction of the microcomputer allowed a
whole new range of possibilities.The stage was set
for a new phase of CALL.
The second phase of CALL was based on
the communicative approach to teachingwhich became
prominent in the 1970s and 80s. Proponents of this approachfelt
that the drill and practice programs of the previous decade did notallow enough authentic communication to be of much
value.
One of the main advocates of this new approach was
John Underwood,who in 1984
proposed a series of "Premises for 'Communicative' CALL"
(Underwood,1984, p. 52). According to Underwood, communicative call:
* focuses more on using forms rather than on the forms
themselves;
* teaches grammar implicitly rather than
explicitly;
* allows and encourages students to generate
original utterancesrather than just manipulate
prefabricated language;
* does not judge and evaluate everything the
students nor rewardthem with congratulatory messages,
lights, or bells;
* avoids telling students they are wrong and is flexible
to a varietyof student responses;
* uses the target language exclusively and creates
an environmentin which using the target language
feels natural, both on and off the screen;and
* will never try to do anything that a book can do
just as well.
Another critic of behavioristic
CALL, Vance Stevens, contendsthat all CALL courseware
and activities should build on intrinsic motivationand
should foster interactivity--both learner-computer and learner-learner(Stevens, 1989).
Several types of CALL programs were developed and
used duringthis the phase of communicative CALL.
First, there were a variety of programsto provide
skill practice, but in a non-drill format. Examples of thesetypes
of programs include courseware for paced reading, text reconstruction,and language games (Healey & Johnson, 1995b). In
these programs, likethe drill and practice programs
mentioned above, the computer remains the"knower-of-the-right-answer"
(Taylor & Perez, 1989, p. 3); thus thisrepresents
an extension of thecomputer
as tutor model. But--incontrast to the drill and
practice programs--the process of finding theright
answer involves a fair amount of student choice, control, and interaction.
In addition to computer as tutor, another CALL
model used forcommunicative activities involves the computer
as stimulus (Taylor& Perez, 1989, p. 63). In this case, the purpose of
the CALL activityis not so much to have students
discover the right answer, but rather tostimulate
students' discussion, writing, or critical thinking. Softwareused
for these purposes include a wide variety of programs which may nothave been specifically designed for language learners,
programs such asSimCity,Sleuth,or
Where in the World is San Diego (Healey & Johnson, 1995b).
The third model of computers in communicative CALL
involves thecomputeras tool (Brierley & Kemble, 1991;
Taylor, 1980), or, as sometimescalled, the computer
as workhorse (Taylor & Perez, 1989). Inthis
role, the programs do not necessarily provide any language materialat
all, but rather empower the learner to use or understand language. Examplesof computer as tool include word processors,
spelling and grammarcheckers, desk-top publishing programs, and concordancers.
Of course the distinction between these models is
not absolute.A skill practice program can be used as
a conversational stimulus, as cana
paragraph written by a student on a word processor. Likewise, there area number
of drill and practice programs which could be used in a more communicativefashion--if, for example, students were
assigned to work in pairs or smallgroups and then
compare and discuss their answers (or, as Higgins, 1988,students can even
discuss what inadequacies they found in the computerprogram)
In other words, the dividing line between behavioristic
and communicativeCALL does involves not only which
software is used, but also howthe software
is put to use by the teacher and students.
On the face of things communicative CALL seems like a
significant advanceover its predecessor. But by the
end of the 1980s, many educators feltthat CALL was
still failing to live up to its potential (Kenning &Kenning, 1990; Pusack & Otto, 1990; Rüschoff,
1993). Critics pointedout that the computer was being
used in an ad hoc and disconnected fashionand thus
"finds itself making a greater contribution to marginal ratherthan to central elements" of the language
teaching process (Kenning &Kenning, 1990, p. 90).
These critiques of CALL dovetailed with broader reassessmentsof the communicative approach to language
teaching. No longer satisfiedwith teaching
compartmentalized skills or structures (even if taught ina
communicative manner), a number of educators were seeking ways to teachin a more integrative manner, for example using task-
or project-basedapproaches . The challenge for advocates of CALL was to develop modelswhich could help integrate the various aspects of the
language learningprocess. Fortunately, advances in
computer technology were providing theopportunities
to do just that.
Integrative approaches to CALL are based
on two important technologicaldevelopments of the
last decade--multimedia computers and the Internet.Multimedia
technology--exemplified today by the CD-ROM-- allows a varietyof
media (text, graphics, sound, animation, and video) to be accessed ona single machine. What makes multimedia even more
powerful is that it alsoentailshypermedia. That
means that the multimedia resources areall linked
together and that learners can navigate their own path simplyby
pointing and clicking a mouse.
Hypermedia provides a number of advantages for
language learning.First of all,
a more authentic learning environment is created, since listeningis
combined with seeing, just like in the real world. Secondly, skillsare easily integrated, since the variety of media
make it natural to combinereading, writing, speaking
and listening in a single activity. Third, studentshave
great control over their learning, since they can not only go at theirown pace but even on their own individual path, going
forward and backwardsto different parts of the
program, honing in on particular aspects andskipping
other aspects altogether. Finally, a major advantage of hypermediais that it facilitates a principle focus on the
content, without sacrificinga secondary focus on
language form or learning strategies. For example,while the main lesson is in the foreground, students
can have access toa variety of background links which
will allow them rapid access to grammaticalexplanations
or exercises, vocabulary glosses, pronunciation information,or
questions or prompts which encourage them to adopt an appropriate learningstrategy.
An example of how hypermedia can be used for
language learningis the programDustin
which is being developed by the Institutefor Learning
Sciences at
Yet in spite of the apparent advantages of hypermedia
for language learning,multimedia
software has so far failed to make a major impact. Several majorproblems
have surfaced in regarding to exploiting multimedia for languageteaching.
First, there is the question of quality of
available programs.While teachers themselves can
conceivably develop their own multimediaprograms
using authoring software such as Hypercard
(for the Macintosh)orToolbook (for the PC),
the fact is that most classroom teacherslack the
training or the time to make even simple programs, let alone morecomplex and sophisticated ones such as Dustin.
This has left thefield to commercial developers, who
often fail to base their programs onsound pedagogical
principles. In addition, the cost involved in developingquality
programs can put them out of the market of most English teachingprograms.
Beyond these lies perhaps a more fundamental
problem. Today'scomputer programs are not yet
intelligent enough to be truly interactive.A program
like Dustin should ideally be able to understand a user'sspokeninput
and evaluate it not just for correctness but also orappropriateness.It
should be able to diagnose a student's problems with pronunciation,syntax, or usage and then intelligently decide among
a range of options(e.g., repeating, paraphrasing, slowing down, correcting, or directingthe student to background explanations).
Computer programs with that degree of intelligence
do not exist,and are not
expected to exist for quite a long time. Artificial intelligence(AI)
of a more modest degree does exist, but few funds are available toapply AI research to the language classroom. Thus while IntelligentCALL (Underwood, 1989) may be the next
and ultimate usage of computersfor language learning,
that phase is clearly a long way down the road.
Multimedia technology as it currently exists thus
only partiallycontributes to integrative CALL. Using
multimedia may involve an integrationof skills (e.g.,
listening with reading), but it too seldom involves amore important type of
integration--integrating meaningful and authenticcommunication
into all aspects of the language learning curriculum. Fortunately,though, another technological breakthrough is
helping make that possible--electroniccommunication
and the Internet.
Computer-mediated communication (CMC),
which has existed in primitive formsince the 1960s
but has only became wide-spread in the last five years,is probably the single computer application to date
with the greatest impacton language teaching. For the
first time, language learners can communicatedirectly,
inexpensively, and conveniently with other learners or speakersof
the target language 24 hours a day, from school, work, or home. Thiscommunication can be asynchronous (not simultaneous)
through tools suchas electronic mail (e-mail), which
allows each participant to compose messagesat their
time and pace, or in can be synchronous (synchronous, "real
time"),using programs such as MOOs, which allow
people all around the world tohave a simultaneous conversation
by typing at their keyboards. It alsoallows not only
one-to-one communication, but also one-to-many, allowinga
teacher or student to share a message with a small group, the whole class,a partner class, or an international discussion list
of hundreds or thousandsof people.
Computer-mediated communication allows users to
share not onlybrief messages, but also lengthy
(formatted or unformatted) documents--thusfacilitating
collaborative writing--and also graphics, sounds, and video.Using
the World Wide Web (WWW), students can search through millions offiles around the world within minutes to locate and
access authentic materials(e.g., newspaper and magazine articles, radio
broadcasts, short videos,movie reviews, book
excerpts) exactly tailored to their own personal interests.They
can also use the Web to publish their texts or multimedia materialsto
share with partner classes or with the general public.
It is not hard to see how computer-mediated
communication andthe Internet can facilitate an
integrative approach to using technology.The
following example illustrates well how the Internet can be used tohelp create an environment where authentic and creative
communication isintegrated into all aspects of the
course.
Students of English for Science and Technology in
The above example illustrates an integrative
approach to usingtechnology in a course based on
reading and writing. This perhaps is themost common
use of the Internet to date, since it is still predominantlya
text-based medium. This will undoubtedly change in the future, not onlydue to the transmission of audio-visual material (video
clips, sound files)World Wide Web, but also due to the
growing use of the Internet to carryout real-time audio- and audio-visual
chatting (this is already possiblewith tools such asNetPhone and CU-SeeME,
but is not yetwidespread).
Nevertheless, it is not necessary to wait for
further technologicaldevelopments in order to use the
Internet in a multi-skills class. Thefollowing
example shows how the Internet, combined with other technologies,was used to help create an integrated communicative
environment for EFLstudents in
* E-mail communication. The Bulgarian students
correspond bye-mail with an American class of TESOL graduate students to
explore indetail the nuances of American culture
which are expressed in the stories,and
also to ask questions about idioms, vocabulary, and grammar. The Americanstudents, who are training to be teachers, benefit
from the concrete experienceof handling students'
linguistic and cultural questions .
* Concordancing.
The Bulgarian students further test outtheir hypotheses regarding the lexical and grammatical
meanings of expressionsthey find in the stories by
using concordancing software to search forother uses of these expressions in a variety of English
language corporastored on CD-ROM.
* Audio tape. Selected scenes from the
stories--dialogues,monologues,
and descriptions--were recorded by the American students andprovide
both listening practice (inside and outside of class) and alsoadditional
background materials to help the Bulgarians construct theirinterpretation
of the stories.
These activities are supplemented by a range of
other classroomactivities, such as in-class
discussions and dialogue journals, which assistthe
students in developing their responses to the stories' plots, themes,and characters--responses
which can be further discussed with their e-mailpartners
in the
The history of CALL suggests that the
computer can serve a variety of usesfor language
teaching. It can be a tutor which offers language drills orskill
practice; a stimulus for discussion and interaction; or a tool forwriting and research. With the advent of the Internet,
it can also be amedium of global communication and a
source of limitless authentic materials.
But as pointed out by Garrett (1991), "the use of the computerdoes not constitute
a method". Rather, it is a "medium in which a varietyof
methods, approaches, and pedagogical philosophies may be implemented"(p.
75). The effectiveness of CALL cannot reside in the medium itself butonly in how it is put to use.
As with the audio language lab
"revolution" of 40 years ago, those whoexpect
to get magnificent results simply from the purchase of expensiveand
elaborate systems will likely be disappointed. But those who put computertechnology to
use in the service of good pedagogy will undoubtedly findways
to enrich their educational program and the learning opportunitiesof
their students.
CALL Programs designed for teaching
grammar include drill and practiceon a single topic (Irregular
Verbs, Definite and Indefinite Articles),drills
on a variety of topics (Advanced Grammar Series, English GrammarComputerized
I and II), games (Code Breaker, Jr. High Grade Builder),and programs
for test preparation (50 TOEFL SWE Grammar Tests) Grammarunits
are also included in a number of comprehensive multimedia packages(Dynamic
English, Learn to Speak English Series).
This category includes programs which
are specifically designed to promotesecond-language
listening (Listen!), multi-skill drill and practiceprograms
(TOEFL Mastery), multimedia programs for second languagelearners
(Accelerated English, Rosetta Stone), and
multimedia programsfor children or the general public
(Aesop's Fables, The Animals).
Pronunciation programs (Sounds
American, Conversations) generallyallow
students to record and playback their own voice and compare it toa model. Several comprehensive multimedia programs (Firsthand
Access,TheLost
Secret) include similar features.
This category includes reading programs
designed for ESL learners (ReadingAdventure
1 - ESL) and tutorials designed for children or the generalpublic
(MacReader, Reading Critically, Steps to
Comprehension).and games (HangWord). Also
included are more general educationalprograms which
can assist reading (Navajo Vacation, The
NightBefore Christmas) and text reconstruction programs
(see below).
Text reconstruction programs allow
students to manipulate letters, words,sentences,
or paragraphs in order to put texts together. They are usuallyinexpensive
and can be used to support reading, writing, or discussionactivities.
Popular examples include Eclipse, Gapmaster,
SuperCloze, Text Tanglers,
and Double Up.
This category includes drill and
practice programs (Synonyms), multimediatutorials
(English Vocabulary), and games (Hangman,Scrabble).Also
useful are several reference and searching tools (such as concordancers)which
will be described in the Computer as Tool section below.
Most software for supporting writing
falls under the Computer as Tool category(see below).
Exceptions include tutorials such as Sentence Combining,SentenceMaker,and Typing Tutor.
A number of comprehensive multimedia
programs are designed to teach ESLstudents a variety
of skills. They range in price but many are quite expensive.Among
the better known are Dynamic English, Ellis Mastery,EnglishDiscoveries,
Rosetta Stone.
The computer as stimulus category
includes software which is used not somuch as a
tutorial in itself but to generate analysis, critical thinking,discussion, and writing. Of course a number of the
above-mentioned programs(e.g., The Animals, Navajo
Vacation, Night Before Christmas) canbe used as a
stimulus. Especially effective for a stimulus are programswhich include simulations. Examples of this latter
group include LondonAdventure,Oregon
Trail, SimCity, Sleuth, Crimelab,AmazonTrail,
Cross Country Canada/USA, and Where in the World isCarmen
Sandiego?
The most common use of computer as tool,
and probably the most common useoverall of the computer
for language learning, is word processing. Highquality
programs like Microsoft Word can be useful for certain academicor business settings (Healey & Johnson,
Grammar checkers (e.g., Grammatik)
are designed for native speakersand they typically
point to problems believed typical of native speakerwriting
(e.g., too much use of passives). They are usually very confusingto
language learners and are not recommended for an ESL/EFL context.
Concordancing software searches through huge files of texts (called corpora,whichis
the plural of corpus) in order to find all the uses of a particularword (or collocation). While very confusing for
beginners, concordancerscan be a wonderful tool for
advanced students of language, linguistics,or
literature.
The best concordancer
for language students and teachers is
A number of tools exist to help students
work on their writing collaborativelyon computers
linked in a local area network. The most popular among languageteachers
is Daedalus Integrated Writing Environment,
which includesmodules for real-time discussion, word
processing, electronic mail, andbrainstorming, as
well as citation software and a dictionary. Other programswith
some similar features are Aspects and MacCollaborator.
There are numerous CD versions of
encyclopedias and dictionaries. Two whichhave highly
recommended (Healey & Johnson,
The three most popular uses of the
Internet for language teaching are electronicmail
(e-mail), the World Wide Web, and MOOs. Numerous
programs exist forusing
electronic mail. The Eudora program has several nice features,including
"point-and-click" word processing capacity, easy attachment offormatted files, and ability to include foreign
characters and alphabets.The free version (Eudora
Light) is suitable for most purposes; thereis
also a more powerful commercial version (Eudora Pro).
Eudora requires a direct
connection to the Internet. Additionalprograms which
run through the unix system
and do not require a directInternet connection are Pine
and Elm.
To access the World Wide Web, one needs a special
program calleda browser. By far the most popular
browser among educators is Netscape,which
until now has been free to teachers and students.
MOOs
("Multiple-user-domains Object Oriented") allow for realtime communication, simulation, and role playing among
participants throughoutthe world, and a special MOO
has been set up for ESL teachers and students(schmOOze
University homepage, 1995). The use of MOOs is
greatly facilitatedif one uses a special client
software program such as TinyFugue(for unix), MUDDweller
(for Mac), or MUDwin (for Windows).
Authoring allows teachers to tailor
software programs either by insertingnew texts or by
modifying the activities. Authoring runs on a spectrumfrom
set programs which allow slight modification (e.g., inclusion of newtexts) to complex authoring systems.
Many of the programs listed earlier (e.g., MacReader, Eclipse,Gapmaster,Super Cloze, Text Tanglers, and Double Up) allow teachersto insert their own texts and thus make the
programs more relevant to theirown lessons (and
greatly extend their shelf life too). By allowing thestudents
themselves to develop and insert the texts, the programs can bemade even more communicative and interactive.
On the other end of the spectrum, authoring systems
allow teachers todesign
their own multimedia courseware. These can take a lot of time andeffort to master, and are most often used by true
enthusiasts. Some arespecifically designed for
language teachers (CALIS, DASHER), othersfor
educators (Digital Chiseler) and others for the generalpublic (Hypercard,
Hyperstudio, Supercard, Toolbook, Macromind
Director).
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014 Language Center, Box 90267
Durham, NC 27708-0267 U.S.A.
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Eugene OR 97403
iste@oregon.uoregon.edu
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2160 SZ Lisse
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