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BEEd 316 Week 10 Module
BEEd 316 Week 10 Module
It’s important to note that CLIL is not a means of simplifying content or reteaching something students
already know in a new language. CLIL courses should truly integrate the language and content in order
to be successful – and success is determined when both the subject matter and language is learned.
CLIL can work for students of any age, all the way from primary level to university and beyond.
So long as the course content and language aims are designed with the students’ needs in mind, there is
no limit as to who can benefit from this teaching approach. However, it is most commonly found in
primary and secondary school contexts.
Many teachers see CLIL as a more natural way to learn a language; when a subject is taught in that
language there is a concrete reason to learn both at the same time. And as students have a real context
to learn the language in, they are often more motivated to do so, as they can only get the most of the
content if they understand the language around it.
Moreover, being content focused, CLIL classes add an extra dimension to the class and engage students,
which is especially advantageous in situations where students are unenthusiastic about learning a
language.
CLIL also promotes a deeper level of assimilation – as students are repeatedly exposed to similar
language and language functions and they need to produce and recall information in their second
language.
Furthermore, it has the advantage that multiple subjects can be taught in English, so that students’
exposure to the language is increased, meaning their language acquisition is faster.
CLIL also encourages students to develop 21st Century skills, including the ability to think critically, be
creative, to communicate and collaborate.
As CLIL is subject-focused, language teachers may also have to develop their own knowledge of new
subjects in order to teach effectively.
They must also structure classes carefully so that the students understand the content of the lesson, as
well as the language through which the information is being conveyed.
And when it comes to classroom management, educators need to be very aware of individual student
understanding and progress.
It’s therefore important to consistently concept check and scaffold the materials to be sure both the
language and content are being learned.
It’s important to have a strategy in place when applying CLIL in your courses. One of the key things to
remember is that the language and subject content are given equal weight and that it shouldn’t be
treated as a language class nor a subject class simply taught in a foreign language.
According to Coyle’s 4Cs curriculum (1999), a successful CLIL class should include the following four
elements:
Content – Progression in knowledge, skills and understanding related to specific elements of a defined
curriculum
Cognition – Developing thinking skills which link concept formation (abstract and concrete),
understanding and language
Culture – Exposure to alternative perspectives and shared understandings, which deepen awareness of
otherness and self.
Using a number of frameworks can help you prepare your lessons and make sure activities are
challenging, yet achievable for your learners.
Bloom’s Taxonomy, for example, classifies learning objectives in education and puts skills in a hierarchy,
from Lower Order Thinking Skills (LOTS) to Higher Order Thinking Skills (HOTS).
In the diagram below, you can see the levels increasing in complexity from the base up to the triangle’s
peak.
The framework shows how different tasks relate to different levels of assimilation. It’s fairly intuitive,
but applying this information to your lesson preparation is not always so straightforward.
That’s where the helpful Blooming Verbs list comes in. The following chart shows you how different
verbs can correlate to the different stages in the taxonomy, allowing you to formulate questions and
design activities that develop your CLIL classes in a logical way.
The framework shows how different tasks relate to different levels of assimilation. It’s fairly intuitive,
but applying this information to your lesson preparation is not always so straightforward.
That’s where the helpful Blooming Verbs list comes in. The following chart shows you how different
verbs can correlate to the different stages in the taxonomy, allowing you to formulate questions and
design activities that develop your CLIL classes in a logical way.
By using the verbs in the first column you’ll see how much they remember about a topic you have
covered previously. Examples might include:
Can you name three different types of jungle animal?
You can then do the same for the subsequent stages of the taxonomy.
The verb chart can also help you design a class project or series of activities that follow a logical
sequence using the “Students will be able to…” (SWBAT) framework. This will help you set clear
objectives and check progress towards the end of a class, series of classes or course.
Here’s an example of how you can develop a set of objectives using the verb columns to help you
navigate Bloom’s Taxonomy:
In this way you will be able to scaffold your materials to ensure that your students are supported step by
step while learning subject matter and achieving language learning objectives.
Software
Software used in a CALL environment can be designed specifically for foreign/second language
learning or adapted for this purpose. Most language textbook publishers offer educational software
of some sort, whether it is meant to support a paper textbook or to stand alone for self-study.
Most programs designed for language learning are tutorials. These generally are drill programs that
consist of a brief introduction plus a series of questions to which the learner responds and then the
computer gives some kind of feedback. With these kinds of programs, the material to be learned
may already be programmed in by the publisher, which is more common, or may allow the
instructor to program in the material to be learned.
Programs not designed specifically for language learning can be adapted for this purpose.
Generally, these are task-based activities where the stated goal is something other than language
learning; however, using the target language is essential for getting the task done. For example,
with Facemaker, students create different faces by using words in the language to command the
computer. Role-playing games, where the user creates and controls a character in a fantasy realm,
can be used in this manner as well.
Authoring programs allow an instructor to program part or all of the content to be learned and
program part or all of how the content is to be learned. Some examples of these programs
include Cloze master, Choice master and Multitester. With these, the format is pre-programmed
and the instructor puts in the material. General authoring programs like Macromedia Director can
be used to make an entire course; however, most teachers do not have the time or the technical
ability to make use of such programs.
Internet-based
The World Wide Web was launched in 1992 reaching the general public by 1993, opening up new
possibilities in CALL.
Internet activities vary considerably, from online versions of software (where the learner interacts
with a networked computer), to computer-mediated communication (where the learner interacts
with other people via the computer), to applications that combine these two elements.
Nowadays, web sites that cater to foreign-language learners, especially those learning English, are
so numerous and varied that it can be very difficult to determine where to begin. There are even
meta-sites dedicated to trying to give a starting point such as Dave’s ESL Café (www.eslcafe.com)
and LLRC Recommended Sources (http://llrc.itesm.mx/webresources). Many of these websites are
based on the drill-exercise format but some also include games such as Hangman.
Computer-mediated communication (CMC) has been around in one form or another since the
1960’s but only became widely available to the general public since the early 199’s. CMC comes in
two forms: asynchronous (such as email and forums) and synchronous (such as text and voice
chat). With these, learners can communicate in the target language with other real speakers
cheaply, 24 hours a day. Learners can communicate one-on-one or one to many as well as share
audio and video files. Because of all this, CMC has had the most impact on language teaching.
Internet applications which combine interaction with another computer as well as another person or
people both derived fro- role playing games (RPGs), which are activities where participants become
part of a story where they work together and/or work against each other. RPGs were originally
played on paper with pencils and dice but since the 1990s nearly all RPGs have been computer-
based, with the computer acting as a player and/or referee. RPG scenarios can be as simple as
Crimson Room’s (http://www.fasco-csc.com/index_e.php) goal of escaping from a locked room,
but more often the scenario is a quest or journey, where players become a fantasy character and
must use their skills to obtain treasure and experience. Some popular online RPGs iclude: Fairyland
(http://www.1010game.com/asp/downloadpage.asp), Runescape (http://www.runescape.com/) and
the simply-titled Quest (http://www.questrpg.org/). In chat rooms, the purpose is basically just to
talk, so u,sually all participants see is a blank screen with words on it. RPG programs, however,
participants appear on the screen (usually as simple animated figures) and interact with landscapes
and objects as well as text they, the computer or other participants wrote. Participation in an RPG
mimics many real-world communicative situations, such as buying and selling as well as a few not-
so-real ones such as casting spells.
While most RPG’s online nowadays simulate the video game experience, RPG’s first went online in
the forms of MUDs (Muli-user Dungeons) and MOOs (Multi-user Dungeon, Object-oriented). MUDs
are purely textual environments, forcing the participant to imagine the visual components and
MOOs have some visual elements, however very simple and not animated. MOOs have been
converted in toeducation into vthe irtual classroom and office space where teachers and students
can interact one-on-one or all together as a class in real -ime.
History
CALL’s origins and development trace back to the 1960’s and since has consisted of a symbiotic
relationship betweenthe development of technology and pedagogy. [1] Its development can be
divided into three phases: behavioristic CALL, communicative CAL,L and integrative /explorative
CALL.
Behavioristic CALL is defined by the then-dominant behavioristic theories of learning of Skinner as
well as the technological limitations of computers from the 1960’s to the early 1980’s. Up to the late
1970’s, CALL was confined to universities where programs were developed on big mainframe
computers, like the PLATO project, initiated at the University of Illinois in 1960. [1] Because repeated
exposure to material was considered to be beneficial or even essential, computers were considered
ideal for this aspect of learning as the machines did not get bored or impatient with learners and the
computer could present material to the student as his/her own pace and even adapt the drills to the
level of the student. [6] Hence, CALL programs of this era presented a stimulus to which the learner
provided a response. At first, both could be done only through text. The computer would analyze
errors and give feedback. More sophisticated programs would react to students’ mistakes by
branching to help screens and remedial activities. [1] While such programs and their underlying
pedagogy still exist today, to a large part behavioristic approaches to language learning have been
rejected and the increasing sophistication of computer technology has lead CALL to other
possibilities.
Communicative CALL is based on the communicative approach that became prominent in the late
1970’s and 1980’s. In the communicative approach, the focus is on using the language rather than
analysis of the language, teaching grammar implicitly. It also allowed for originality and flexibility in
student output of language. [6] It also correlates with the arrival of the PC, making computing much
widely available resulting in a boom in the development of software for language learning. [1] The
first CALL software in this phase still provided skill practice but not in a drill format, for example,
paced reading, text reconstruction and language games but computer remained the tutor. In this
phase, however, computers provided context for students to use the language, such as asking for
directions to a place. It also allowed for programs not designed for language learning, such as Sim
City, Sleuth and Where in the World in Carmen Sandiego? to be used for language learning.
However, criticisms of this approach include using the computer in an ad hoc and disconnected
manner for more marginal rather than the central aims of language teaching. It will usually taught
skills such as reading and listening in a compartmentalized way, even if not in a drill fashion.
Integrative/exploratative CALL, starting from the 1990’s, tries to address these criticisms by
integrating the teaching of language skills into tasks or projects to provide direction and coherence.
It also coincides with the development of multimedia technology (providing text, graphics, sound
and animation) as well as computer-mediated communication. CALL in this period saw a definitive
shift of use of computer for drill and tutorial purposes (computer as a finite authoritative base for a
specific task) to a medium for extending education beyond the classroom and reorganizing
instruction. [3] Multimedia CALL started with interactive laser videodiscs such as “Montevidisco”
(Schneider & Bennion 1984) and “A la rencontre de Philippe” (Fuerstenberg 1993)… all of which
were simulations of situations where the learner played a key role. These programs later were
transferred to CD-ROMs.
In multimedia programs, listening is combined with seeing, just like in the real world. Students also
control the pace and the path of the interaction. Interaction is in the foreground but many CALL
programs also provide links to explanations simultaneously. An example of this is Dustin’s
simulation of a foreign student’s arrival to the U.S. [6] Programs like this led also to what is called
exploratative CALL. More recent research in CALL has favored a learner-centered exploratative
approach, where students are encouraged to try different possible solutions to a problem, for
example the use of concordance programs in the language classroom. This approach is also
described as data-driven learning.
Students
Students, too, need to adjust their expectations of their participation in the class in order to use
CALL effectively. Rather than passively absorbing information, learners must negotiate meaning
and assimilate new information through interaction and collaboration with someone other than the
teacher, be that person a classmate or someone outside of the classroom entirely. Learners must
also learn to interpret new information and experiences on their own terms. However, because the
use of technology redistributes teachers’ and classmates’ attentions, less-able students can
become more active participants in the class because class interaction is not limited to that
directed by the teacher. [3] Moreover more shy students can feel free in their own students'-
centered environment. This will raise their self-esteem and their knowledge will be improving. If
students are performing collaborative project they will do their best to perform it within set time
limits.
Motivation
Generally speaking, the use of technology inside or outside the classroom tends to make the class
more interesting. However, certain design issues affect just how interesting the particular tool
creates motivation. [3] One way a program or activity can promote motivation in students is by
personalizing information, for example by integrating the student’s name or familiar contexts as part
of the program or task. Others include having animate objects on the screen, providing practice
activities that incorporate challenges and curiosity and providing a context (real-world or fantasy)
that is not directly language-oriented.
For example, a study comparing students who used “CornerStone” (a language arts development
program) showed a significant increase in learning (compared to students not using the program)
between two classes of English-immersion middle-school students in language arts. This is
because CornerStone incorporate personalized information and challenging and imaginative
exercises in a fantasy context. [11] Also, using a variety of multimedia components in one program
or course has been shown to increase student interest and motivation. [3]
One quantifiable benefit to increased motivation is that students tend to spend more time on tasks
when on the computer. More time is frequently cited as a factor in achievement. [3]
Authenticity
“Authenticity” in language learning means the opportunity to interact in one or more of the four
skills (reading, writing, listening, speaking) by using or producing texts meant for an audience in the
target language, not the classroom. With real communication acts, rather than teacher-contrived
ones, students feel empowered and less afraid to contact others. Students believe the learn faster
and better with computer-mediated communication. [5] Also, students learn more about culture in
such an environment. [3] In networked computer environments, students have a conscious feeling of
being members of a real community. In situations where all are learners of a foreign language, there
is also a feeling of equality. In these situations students feel less stressed and more confident in a
language learning situation, in part because surface errors do not matter so much. This works best
with synchronous CMC (e.g. chats) as there is immediate feedback but email exchanges have been
shown to provide most of the same benefits in motivation and student affect.
Even teacher who may otherwise see benefits to CALL may be put off by the time and effort
needed to implement it well. However, “seductive” the power of computing systems may be [5], like
with the introduction of the audio language lab in the 1960’s, those who simply expect results by
purchasing expensive equipment are likely to be disappointed. [6] To begin with, there are the
simple matters of sorting through the numerous resources that exist and getting students ready to
use computer resources. With Internet sites alone, it can be very difficult to know where to begin,
and if students are unfamiliar with the resource to be used, the teacher must take time to teach
it. [5] Also, there is a lack of unified theoretical framework for designing and evaluating CALL
systems as well as absence of conclusive empirical evidence for the pedagogical benefits of
computers in language. [4] Most teachers lack the time or training to create CALL-based
assignments, leading to reliance on commercially-published sources, whether such are
pedagogically sound or not.
Online References:
https://www.english.com/blog/content-and-language-integrated-learning/
https://elt.fandom.com/wiki/Computer_assisted_language_learning
https://www.slideshare.net/Polas2/clil-content-and-language-integrated-learning-
8780729
https://www.slideshare.net/Izaham/development-of-call
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