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What is Computer-Assisted Language Learning (CALL)

Handbook of Research on Integrating Digital Technology With Literacy Pedagogies
The research of applications of the computer for language education.
Published in Chapter:
A Systematic Review of Video Games for Second Language Acquisition
Juan Li (Clemson University, USA)
DOI: 10.4018/978-1-7998-0246-4.ch021
This study overviews contemporary studies on the use of video games for second language acquisition within the past ten years spanning the development of computer-assisted language learning (CALL) and its connections to SLA, definitions of video games, empirical studies on the facilitative roles played by video games for second language (L2) learning and utilizing massively multiplayer online role-playing games (MMORPGs) for language learning. The purpose of this chapter is to help the readers obtain a systematic understanding of the development and application of video games in second language education. Findings of this study suggests that players are able to acquire L2 knowledge while playing video games. It also suggests that future research should focus more on the actual integration of video games into language instruction.
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More Results
Creating Supportive Environments for CALL Teacher Autonomy
An approach to language acquisition that utilizes computer technology to assist with the teaching and assessing of material, often including various interactive elements.
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Why Studying Individual Differences in CALL?
CALL refers to the application of a variety of technologies for language learning including computer, internet, online reference materials, online exercises and quizzes, as well as tutorials. In such environment, the students and teacher do not meet each other in a classroom and students access the subject courses from the website in a distance-learning program.
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Corpus-Informed Pedagogy in a Language Course: Design, Implementation, and Evaluation
The method of teaching and learning languages with the help of electronic tools and media.
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Design-Based Research for Virtual Learning: A Holistic Perspective on the Pedagogical and Contextual Factors of Interactive Mobile Technology
A term used to describe the use of computer-based language instruction. It is becoming obsolete as it limits the type of device used in language learning.
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Computer-Assisted Language Learning and Design for Learning: Potential Synergies
An academic discipline characterized by the extensive applications of computer technologies into language learning and teaching practices.
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A New Approach for Language Learning and Changing the Teacher's Role in Online Education
Second or foreign language teaching or learning using a computer. CALL may take the form of activities using a computer to present vocabulary, grammar, reading texts, etc.
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The Integration of Educational Technologies in Foreign Language Education: Teacher Practices and Attitudes in Greece
The study or integration (to a considerable extent) of applications of the computer (e.g., laptops, desktops, tablets, iPads, etc.) to support the language teaching and learning process.
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The Effect of Using Technology in L2 Listening: A Meta-Analysis of Studies From 1980 to 2020
Any form of linguistic teaching or study that involves computer technology.
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Game Design Interaction in Digital Gameplay and Language Teaching and Learning
A pedagogical approach in L2TL that uses a computer as a tool to support and mediate teaching and learning. It is a general term that includes a wide range of learning styles and settings such as online or offline, 3D or 2D environment, mobile or fixed, and digital devices.
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