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PROJECT TOPIC: DESIGN AND IMPLEMENTATION OF COMPUTERIZED WORD GUESSING GAME CASE STUDY OF ENGLISH LANGUAGE

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1.0   CHAPTER ONE

INTRODUCTION

Computerized Word Guessing Game is similar to the experiential model of learning. The adherents of experiential learning are fairly adamant about how we learn. Learning seldom takes place by rote. Learning occurs because we immerse ourselves in a situation in which we are forced to perform. You get feedback from the computer output and then adjust your thinking-process if needed. Unfortunately, most classroom courses are not learning systems. The way the instructors attempt to help their students acquire skills and knowledge has absolutely nothing to do with the way students actually learn. Many instructors rely on lectures and tests, and memorization. All too often, they rely on “telling.” No one remembers much that’s taught by telling, and what’s told doesn’t translate into usable skills. Certainly, we learn by doing, failing, and practicing until we do it right. The computer assisted learning serve this purpose.

If the learning environment is focused on background information, knowledge of terms and new concepts, the learner is likely to learn that basic information successfully. However, this basic knowledge may not be sufficient to enable the learner to carry out successfully the on-the-job tasks that require more than basic knowledge. Thus, the probability of making real errors in the business environment is high. On the other hand, if the learning environment allows the learner to experience and learn from failures within a variety of situations similar to what they would experience in the “real world” of their job, the probability of having similar failures in their business environment is low. This is the realm of simulations-a safe place to fail.

During the past two decades, the exercise of spoken language skills has received increasing attention among educators. Foreign language curricula focus on productive skills with special emphasis on communicative competence. Students’ ability to engage in meaningful conversational interaction in the target language is considered an important, if not the most important, goal of second language education. This shift of emphasis has generated a growing need for instructional materials that provide an opportunity for controlled interactive speaking practice outside the classroom.

With recent advances in multimedia technology, computer-aided language learning (CALL) has emerged as a tempting alternative to traditional modes of supplementing or replacing direct student-teacher interaction, such as the language laboratory or audio-tape-based self-study. The integration of sound, voice interaction, text, video, and animation has made it possible to create self-paced interactive learning environments that promise to enhance the classroom model of language learning significantly. A growing number of textbook publishers now offer educational software of some sort, and educators can choose among a large variety of different products. Yet, the practical impact of CALL in the field of foreign language education has been rather modest. Many educators are reluctant to embrace a technology that still seeks acceptance by the language teaching community as a whole (Kenning & Kenning, 1990).

A number of reasons have been cited for the limited practical impact of computer-based language instruction. Among them are the lack of a unified theoretical framework for designing and evaluating CALL systems (Chapelle, 1997; Hubbard, 1988; Ng & Olivier, 1987); the absence of conclusive empirical evidence for the pedagogical benefits of computers in language learning (Chapelle, 1997; Dunkel, 1991; Salaberry, 1996); and finally, the current limitations of the technology itself (Holland, 1995; Warschauer, 1996). The rapid technological advances of the 1980s have raised both the expectations and the demands placed on the computer as a potential learning tool. Educators and second language acquisition (SLA) researchers alike are now demanding intelligent, user-adaptive CALL systems that offer not only sophisticated diagnostic tools, but also effective feedback mechanisms capable of focusing the learner on areas that need remedial practice. As Warschauer puts it, a computerized language teacher should be able to understand a user’s spoken input and evaluate it not just for correctness but also for appropriateness. 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 directing the student to background explanations). (Warschauer, 1996, p. 6)


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