CALL in language education

  CALL refers to the use of computers and technology to aid in the teaching and learning of a new language. It encompasses a wide range of activities and tools designed to enhance language learning, including:


  • Interactive Language Software: Software programs and apps designed for language learning, which often include exercises, quizzes, and interactive lessons.
  • Online Language Courses: Web-based courses and platforms that offer structured lessons and exercises for learners.
  • Language Learning Apps: Mobile applications that provide language learning exercises and resources.
  • Multimedia Resources: Using audio and video materials to improve listening and pronunciation skills.
  • Language Exchange Platforms: Online platforms that connect language learners with native speakers for language exchange and practice.
  • Virtual Classrooms: Online platforms and video conferencing tools used for live language classes and tutoring.
  • Gamification: Incorporating game elements into language learning to make it more engaging and interactive.
  • Language Learning Management Systems (LMS): Systems used by educational institutions to manage and deliver language courses.

Typical CALL programs at this level 

  •  Multiple-choice tests 
  • Matching activities
  • Item list learning and testing for example: Vocabulary test (L1→L2, L2 →L1, picture naming) 
  • Writing system (eg Japanese, Chinese characters) 
  • Gap filling drills
  • Grammatical forms (agreement, tenses)
  • Vocabulary Note the difficulty of allowing creative language use, due to the need to check the right answer
  • Complete this sentence with an appropriate adjective” –Alternative allowable answers must be explicitly predicted.

Purpose-built CALL programs

The main reason is courseware and is much more than computerized exercises. CALL programs present a stimulus to which the learner must respond. The stimulus may be presented in any combination of text, still images, sound, and motion video. The learner responds by typing at the keyboard, pointing and clicking with the mouse, or speaking into a microphone. The computer offers feedback, indicating whether the learner’s response is right or wrong, and, in the more sophisticated CALL programs, attempts to analyze the learner’s response and pinpoint errors.


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  1. This information is very interesting and very helpful, since today education must be innovative and go hand in hand with the technology that currently exists.

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