A Constructivist Framework for
Computer-Assisted Language Learning Software Design
Xu Jiajin
Beijing Foreign Studies University
1. Introduction
The increasing
number of computers and ready access to the Internet at schools and homes make
it possible to use computers and the Internet to facilitate foreign language
teaching and learning. To meet the immediate needs of foreign language teaching
and learning in such a climate, Computer-assisted Language Learning (CALL)
software[1]
is mushrooming. For instance, CD-ROMs, as companions to printed textbooks, and
language learning websites are intimately within our reach. However, good CALL
programs are not very easy to design. One of the problems is that theoretical
considerations of linguistics, language learning etc are not fully implemented
in designing CALL software. Writing this thesis is an initiative to reflect the
development boom of CALL enterprise as well as to formulate a workable
framework for the design of CALL software. This CALL software design framework
is set for self-directed language learning. Such are the primary motivation
underlying this thesis.
1.1 Objectives
The objectives of
this paper are: a) to sketch a brief history of CALL and CALL software design;
b) to conduct a study of the design principles for CALL software and to put
forward an integrated framework based on constructivist learning theory, a
dominant epistemology in CALL research since about a decade ago. And the
framework will be extended to researches on language input, individual learner
differences and the interaction between the two factors and among learners as
well. Language input as the subject matter can never be attached more
importance. And the reason why individual learner differences have a role to
play is that the past researches did not give enough attention to learner
variables, because they are usually too complex to control. However, in
self-directed learning, learner factors are more than necessary to be covered.
Interaction, a prominent strength of CALL is discussed to bridge language
content and language learners.
1.2 Methods
The object of study
is CALL software (primarily for self-access learning of college level
students). Attention is focused on the individual learners as well as the
social dimension of language learning. The individual and social perspectives
are two fundamental positions held by most constructivists. Constructivist
approach is taken to investigate the issue of CALL software design in a unified
principled way. Although the research is under the rubric of constructivism,
the majority of this study is benefited from the research findings in
linguistics and second language acquisition (SLA). Technical problems are not
studied in detail in this thesis except for cases that technology plays a
predominantly enhancing role.
In the next part,
existing works on CALL software design are summarized, accompanied by a
historical perspective. We have a study of approaches from the CALL literature
demonstrating the diverse perspectives (e.g. behaviorism, cognitivism, constructivism
etc). Constructivism will be given a detailed account in the review of the
related literature. In the following parts, constructivist language input,
interactive language learning environment and individual learner differences
will be examined respectively. By looking at the factors as a whole, an
integrated framework is generated. Finally, we will outline some implications
of the proposed model for the design of CALL software. And in the discussion of
limitations, user acceptance of CALL and CALL software is addressed as a
critical open issue in CALL practice. The directions for future research are
outlined.
2. Approaches to CALL Design
Many researches have been carried out in the over
forty-year development of CALL, but we still lack systematic frameworks for
CALL. In CALL design we are “still in search of research paradigms. …A glance
through the computer-assisted language learning (CALL) literature of the 1990s
reveals the profession’s quest for principled means of designing and evaluating
CALL” (Chapelle, 1997).
2.1 Facts about
CALL and CALL software
2.1.1 CALL
CALL refers to the
use of computer in the teaching and learning of a second or foreign language (Richards
et al, 1998). CALL may “take advantage of diverse and rapidly expanding
spectrum of computer technologies that assist the teaching and learning
process.” CALL applications “include guided drill and practice exercises,
computer visualization of complex objects, and computer-facilitated
communication between students and teachers” (CAI, 1998).
To put it
differently, presentation of new language information, discussion among
language learners, assessment of learners’ progress can all be automatically
done with computer and network. Language education is no longer time bound or
space bound. The priorities of modern CALL can be best seen from the following
table:
|
|
Textbooks |
OHP |
LL |
CALL |
|
Audio |
﹣ |
- |
+ |
+ |
|
Video |
﹣ |
﹣ |
- |
+ |
|
Huge storage of data |
﹣ |
﹣ |
- |
+ |
|
Word-processing ability |
﹣ |
﹣ |
- |
+ |
Table 2.1 Comparison of instructional aids
(Revised from 杨惠中,1998)
(OHP = overhead projector
LL = language lab)
From the table we
can see that the content in the printed textbooks is mainly texts and images,
and they are presented to the readers in a static manner, without sound,
animation etc. The primary equipment in an LL is a tape recorder, which
provides sound information but not text or image.
In terms of word-processing
ability, it seems to teachers that this function is optional, and for some even
unnecessary in most language learning. While in writing, automatic spell
checker, grammar checker, and search of synonyms and antonyms in CALL programs
can really enhance self-directed learning. Additionally, advanced functions
like compiling word list according to word frequency, generating concordances
from large corpora etc can also find place in language learning.
Printed textbooks
cannot provide audio information, so audio tapes are very often accompanied. As
stated earlier, LL is just the opposite in this respect. CALL however
integrates text, video, sound, graphics, animation etc. Web-based courseware
provides opportunities for synchronous and asynchronous message exchange and
collaboration.
2.1.2 CALL
software and its classification
In Table 1.1, CALL
outdoes other instructional aids mostly in its multimedia priorities. Actually
the integration of multimedia technology only makes part of CALL software. CALL
software provides enough opportunities for learners to work more independently.
The self-paced learner control of learning process gives rise to the reform in
foreign language learning.
At present, commercially available CALL software can be roughly classified
into five types. 谢幼如(1999) outlines six types of Computer-assisted
Instruction (CAI) software, but “Experiment simulation” does not fit in language
learning software.
The self-directed
learning software mentioned above is similar to the CALL software in question. But
given the cost-effectiveness and the market, CALL software, for the most part,
is not in such a clear-cut classification. That is to say, the producers are
more concerned about their sales and profits. Less attention has been devoted
to the usability and applicability of the software, because as a rule of thumb,
a multi-functional or multi-purposeful product can be accepted and purchased by
more. Fortunately, like researchers in other facets of Applied Linguistics,
CALL researchers and developers have started their quest for principled means
of designing CALL (e.g. Chapelle, 1997). The pros and cons of the new medium of
language teaching and learning are investigated in reaction to research of
cognitive psychology, communication theory, linguistics and SLA. This paper
will mainly look at three most influential theoretical approaches – behaviorism,
cognitivism, and constructivism – for CALL software design.
2.2 Approaches
to CALL design
For the past decade (1990s), the study of learning has been engaged in a paradigm shift. Many of the assumptions of behaviorist and cognitive theories of learning have been challenged by a combination of more socially and constructively oriented theories (Hoven, 1999; Warschauer, 1996). Next this change in CALL research will be reviewed.
Behaviorism is the school of psychology that defines psychology as the study of observable behavior and studies relationships between stimuli (S) and responses (R). Within a decade after Watson’s 1913 article Psychology As the Behaviorist Views It, behaviorism became the dominant school in North American psychology until the mid 1960s (Rathus, 1993). Stern (1983) describes the period of 1960s as characterized by “pedagogically audiolingualism, psychologically behaviorism, linguistically structuralism”.
Of the many behaviorists who succeeded Watson, by far the most famous is B. F. Skinner, who developed a new kind of device for studying learning in animals and a new way of describing the learning process. In language teaching practice, the Audiolingual Approach is based on behaviorism and structuralism, which emphasizes the spoken rather than the written form and presented the learner with a carefully graded series of habit-forming modes of learning (车文博,1998; Kern et al, 2000).
While carrying out theoretical research, Skinner also tried to
integrate behaviorism with teaching practice. In the 1960s, with the
development of computer science, Skinner explored the possibilities of applying
behaviorism in CAI and produced a teaching model called linear model (see
Figure 2.1). This linear model was influenced by audiolingualism. The
psychological basis of audiolingualism is behaviorism by its nature; in other
words, audiolingualism is the best manifestation of behaviorism in language teaching
(章国英,1995).
Correct

![]()
Figure 2.1 The linear model (章国英,1995)
In the 1960s and 1970s the first form of CALL was implemented and
characteristic of repetitive language drills, the so-called drill-and-practice
method, that follows the linear model mentioned above. It was based on the
behaviorist learning model and as such computer was viewed as a mechanical
tutor that never got tired. Behaviorist CALL was first designed and implemented
in the era of the mainframe and the best-known tutorial system PLATO. It was
mainly used for extensive drills, explicit grammar instruction, and translation
tests (Warschauer, 1996; Warschauer & Healey, 1998; 章国英,1995).
2.2.2.1
Cognitivism
By about 1960 behaviorism began to lose its dominance in psychology and language. From the 1960s to today, cognitive psychology has increased in influence, and for the following two decades it has been considered the dominant approach. Cognitivism views language as a mentally constructed system. Language learning is understood to develop through the operation of innate cognitive ability or language input. Therefore, the language education is oriented towards cognitive processes involved in the learning and use of language (Kern et al, 2000).
Cognitive CALL emerged in the 1970s and 1980s as a reaction to the
behaviorist approach to language learning. Proponents of cognitive CALL
rejected behaviorist approaches at both the theoretical and pedagogical level.
They stressed that CALL should focus more on using (my emphasis) forms
rather than on the forms per se. Grammar should be taught implicitly and
students should be encouraged to generate original utterances instead of
manipulating prefabricated forms. This form of computer-based instruction
corresponded to cognitive theories which recognized that learning was a
creative process of discovery, expression, and development. The mainframe was
replaced by personal computers that allowed greater possibilities for
individual work. Popular CALL software in this era included text reconstruction
programmers and simulations (Warschauer, 1996; Warschauer & Healey, 1998; 章国英,1995).
2.2.3.1 Constructivism in general
In the theoretical search for CALL models, more and more researchers in
the field agree that constructivism is in considerable agreement with the
inherent characteristics of CALL. Unfortunately no operational constructivist
model has been proposed for CALL design to date.
Constructivism is often mentioned in contrast to the behaviorism, and
at once viewed as a furtherance of cognitivism. In teaching and learning
practices, behaviorism “centers on students’ efforts to accumulate knowledge
and on teachers’ efforts to transmit it. It therefore relies on a transmission,
instructional approach which is largely passive, teacher-directed and
controlled”. On the other end of the spectrum, constructivism stresses that
knowledge is seen as relative, varying according to time and space. Constructivism
basically means that as we experience something new, we understand it with the
aid of our past experiences. A constructivist views learners as actively engaged
in making meaning, and constructivist learning design concentrates on what learners
can analyze, investigate, collaborate, share, build and generate based on what
they already know, rather than what facts, skills, and processes they can
parrot (何高大,2001).
Like behaviorism and cognitivism, constructivism as well takes on
varying forms, such as radical, cognitive, social, physical, evolutionary,
postmodern constructivism, social constructionism, and information-processing
constructivism (何高大,2001).
Different as they are, they share some fundamental considerations, say, individual
construction of knowledge and the role of social interaction in learning,
which are the two positions held by most constructivists. Also these two
positions correspond to the basic tenets of cognitive constructivism and social
constructivism respectively. In this paper therefore cognitive constructivism
pioneered by Jean Piaget, and social constructivism initiated by Lev Vygotsky
will be taken as theoretical bases for our framework.
Constructivism is in fact not a completely new concept. It has its
roots in philosophy and has been applied to sociology and anthropology, as well
as cognitive psychology and education. The development of constructivist
theories cannot be ascribed to one single scholar. Some researchers trace the
beginning of constructivism back to Giambatista Vico’s thesis in 1710 that “one
only knows something if one can explain it”. German philosopher Immanual (sic)
Kant is another important figure often mentioned in the history of
constructivist philosophy. He asserted that human beings are not passive
recipients of information. Learners actively acquire knowledge, associate it
with previously learned knowledge and make it theirs by constructing their own
interpretation (何高大,2001).
However, Jean Piaget, Swiss developmental psychologist, is regarded as the
father of constructivism who provided the foundation for modern day
constructivism. Therefore we will first have a look at Piaget’s view of
cognitive development, and then Vygotsky’s social constructivism.
l
Piaget’s
theory of cognitive development
In Piaget’s view, intelligence consists of two interrelated processes, organization
and adaptation. People organize their thoughts so that they make sense,
sorting out thoughts and connecting one idea to another. At the same time,
people adapt their thinking to include new ideas, for new experiences provide
additional information. This adaptation occurs in two ways, through assimilation
and accommodation. In the former process, new information is simply
added to the existing cognitive organization. In the latter, the intellectual
organization has to change somewhat to adjust to the new idea (“Piaget”, 2001).
Piaget’s theory of cognitive development proposes that humans cannot be
“given” information which they immediately understand and use. Instead, humans
must “construct” their own knowledge. They build their knowledge through
experience. Experiences enable them to create schemata – mental models in their
heads (“Piaget”, 2001).
l
Piaget’s
theory of learning
Piaget’s theory of learning is a cornerstone of modern understanding as
to how humans learn. Piaget postulated that there are mental structures that
determine how data and new information are perceived. If the new information makes
sense to the existing mental structure, then the new information is
incorporated into the structure.
If the information is very different from the existing mental
structure, it will not be incorporated into the structure. The new information
is either rejected, assimilated or transformed so that it will fit into the
structure. For instance, a person will probably reject a concept. If he or she
is forced to do something with the information that the meaning is not
understood.
To sum up, there are two key Piagetian principles for learning
(“Piaget”, 2001):
1) Learning is an active process: Direct
experience, making errors, and looking for solutions are vital for the
assimilation and accommodation of information. How information is presented is
important. 2) Learning should be whole, authentic, and real. Learners are more
likely to learn if they are engaged in meaningful activities.
Lev Vygotsky’s contribution to constructivism is next to Piaget in the
development the constructivist theory.
l
Vygotsky’s
theory of cognitive development
Vygotsky believed everything is learned on two levels. First, through
interaction with others, and then integrated into the individual’s mental
structure. Therefore, social interaction plays a fundamental role in the
development of cognition.
Another aspect of Vygotsky’s theory is the idea that the potential for
cognitive development is limited to a “zone of proximal development (ZPD)”
which is probably his best-known concept. It argues that learners can, with
help from adults or children who are more advanced, master concepts and ideas
that they cannot understand on their own (“Vygotsky”, 2001).
Vygotsky shared many of Piaget’s assumptions about how children learn,
but he placed more emphasis on the social context of learning. In
Vygotsky’s theories teachers and/or more experienced learners also have their
role to play in learning, thereby interaction or collaboration can be achieved.
There is a great deal of overlap between cognitive constructivism and
social constructivism. For Vygotsky the culture gives the child the cognitive
tools needed for development. The type and quality of those tools determine to
some extent, the pattern and rate of development. The kind of cultural tools
include cultural history, social context, and language used by the learner.
Today we can add electronic forms of information access as a more powerful
tool. In this case, we can say PC to Piaget is like WWW (World Wide Web) to
Vygotsky (PC to Piaget is like WWW to Vygotsky, 2001).
In this paper, we propose to use computer and network technology to
connect learners in social or group settings. That would be a good trial to do
social constructivism justice. A constructivist instructional designer should create
a context for learning in which learners can become engaged in interesting
activities that encourages or facilitates learning. A well-designed CALL program
may guide learners as they solve problems, may encourage them to work in groups
to work out questions.
In this part, we have reviewed three major theoretical movements in CALL and CALL design. This three-phase development roughly corresponds to the advances in computer technology from mainframe to PC and to the Internet. Constructivism has been recognized to best suit CALL research and practice. As Kern et al (2000) stated, when we look around at aspects of SLA, socio-cognitive perspective has been gaining popularity. Constructivism in general is such a socio-cognitively oriented theory. Hence, it is chosen for the discussion of CALL software design in this paper.
Constructivism mentioned here combines Piaget’s cognitive constructivism and Vygotsky’s social constructivism. Cognitive constructivism emphasizes the individual effort, while social constructivism the collaborative work. But they have common grounds to anchor on. These agreed characteristics of constructivist learning are summarized as four C’s: context, collaboration, conversation and construction. One basic notion of constructivism is that learners actively construct their knowledge rather than receive ideas preached by teachers. Further, constructivist learning is based on learners’ active participation in problem-solving and critical thinking in learning activities. The activities should be “situated” in real-world contexts, including the physical, cultural and social issues. The collaboration among learners via conversation (in a broad sense) should be encouraged. As a result, the knowledge is constructed as a natural product of the learners’ mind.
However, these constructivist principles are merely some theoretical assumptions. They do not provide a model for implementation from a general learning paradigm to CALL software design. A constructivist software CALL design model is possible, because constructivism provides a set of guiding principles to help designers create learner-centered, collaborative environments (Hung, 2001). Next, how constructivist principles can be adapted to suit CALL software design will be approached from language input, interactivity and individual learner differences.
3. A
Constructivist Framework for CALL software Design
After an in-depth analysis of the characteristics of
the design of constructivist learning software, it comes to be very natural to
develop a design model. Before that, we will first look at the prototype of
learning material development.
3.1 A prototypical process of learning material development
Generally, the material development follows the process diagrammed
below:

The Goal in the diagram represents what is the material
specially targeted for, and what kind of syllabus with which the material
complies. Design is the core procedure in the process, and it is usually
guided by the goal. Production is largely technology-driven. This part
will propose a working CALL design model for a self-directed language learning
environment. The model is grounded on constructivist theory of learning, and
takes account of linguistic input, interactivity and individual learner
differences.
In the previous parts, we have examined the three aspects in CALL
design: language input, interaction and learner factors. In a CALL software
application, the three aspects are of essential relevance. It is very important
for CALL developers to be clear on exactly what is meant by each of the aspects
and how they can be realized onto CALL software.
A learner-driven design, therefore, will incorporate
the focuses on what kind of language input is most suitable to learners, what
kind of feedback and interaction, and what kind of leaner control in
self-access learning. The four C’s, context, collaboration, conversation, and
construction, can be best reflected in our CALL design framework. Within
the framework, we place special emphasis on the accommodation of contextualized
linguistic input, various types of interactions, and individual learner
differences.
In the model, the key point we want to make is that
the entire CALL package should be tailored to learners’ ability, needs and
learning styles. Therefore, in a revised learning material development process,
we add needs analysis to accommodate learners’ needs and characteristics. Needs
analysis in language learning is “the process of determining the needs for
which a learner requires a language and arranging the needs according to
priorities. A needs analysis is normally required before a design is started
(Richards et al, 1998). Needs analysis helps set the goal for CALL
design, such as the target users and their language proficiency etc.

DESIGN

Taking account of the three features to be included in a constructivist
framework for CALL software design, we will in the following section examine
how the three components will be combined together to generate a working model.
3.3 A constructivist framework for CALL design
In devising such models, it is important that we keep
in mind the theories and findings from mainstreams of second language pedagogy
and SLA. At the same time, we have to be aware of the presence of new
technology, and means of using it, such as, advances in multimedia and Computer-mediated
Communication (CMC). The following model is developed in light of both theories
of education in general (constructivism), of SLA and findings in CALL and CMC.
The diagram below is the zoom-in of the design (Design in shade,
referring to CALL design in a narrow sense) section of the extended model (see
Figure 3.2). The small design is the design in a narrow sense. The big design,
that is design in a broad sense, still includes an evaluation phase.



![]()

![]()
Figure 3.3 A constructivist model for CALL
design
3.3.1 General characteristics of the model
: First of all, this model takes
constructivism, the dominant theory in learning research, as the guiding
principle of our CALL software design. Constructivist theory of learning is in
accordance with communicative learning, and learner-centeredness. That is why
we ground our design on the constructivist paradigm. Both cognitive and
socio-cultural perspectives of constructivism entail learners’ involvement in
real-world learning content and tasks. Socio-cultural constructivism especially
calls for interaction in learning process. Thus, learning materials and
learners and the learning community at large are intimately connected via
interactions of different kinds.
: Constructivism concerns mainly methodical
assumptions for design. And those assumptions have to be implemented in CALL
practice. Then, as discussed previously, input quality (e.g. level of
difficulty, authenticity etc) is of primary importance for all CALL
applications. Constructivist language input is put in real-world contexts and
tasks. Moreover, since individual learners differ in their actual levels of
language ability, graded language should be presented. Language content can be
presented in different modes with the assistance of computer. Whatever means of
language input are used must meet learners’ needs of learning.
: According to constructivism, learning is a
process of exploration and negotiation of knowledge. In this process, learners
have to communicate with other learners or more capable peers. They must
encounter problems. And they also need to know whether their work is correct or
not. Therefore, the integration of interaction in CALL software will be a good
means of motivating learners and enhancing learning. With such feedback,
learners are able to solve learning problems on their own and ask for help when
in need. With such feedback, they can assess themselves to the accuracy of a
certain answer and also their progress in learning. Alternatively, in a
network-based setting, such interaction can involve collaboration in solving
problems.
: Only when computers are used in learning,
the “teaching students in accordance with their aptitude – 因材施教”
advocated by Confucius becomes realistic to a large extent. In traditional
one-to-many mode of language instruction, the variation in learners’ ability,
learning styles etc are not appropriately treated. Teachers cannot afford the
time and energy. In autonomous CALL, it is all up to learners to manage their
learning.
3.3.2 Practical design features of the model
With regard to the design of a self-directed CALL
software package, the following design features should be included.
1)
Input
a)
Meaningful
language input with learning assistance like grammar books, dictionaries,
pre-recorded sample pronunciation etc.
b) Flexible
learning materials in terms of level of difficulty of language, and diversified
modes of presentation.
2) Interactivity
a)
Interactive
language learning exercises and activities, pertaining to the language learning
objectives.
b)
A content map
for free navigation, and also for learners to be informed of their progress and
the final goal.
c)
Feedback and
assessment for learners to know the errors they committed and progress they
made.
d)
CMC in the
target language with other people on a network basis.
3) Individual
learner differences
a)
Use
attractive screen layout, color, and font etc to allow for motivational
factors. Edutainment – learning is designed as education within entertainment –
is a case in point.
b)
Provide
training module of meta-cognitive strategies for awareness-raising in adopting
effective learning strategies.
In summary, it is no surprising to find the above
features hold true in conventional language classroom and for conventional
self-directed learning materials. However, with computer and network, the
functions and applicability of the designated features will play an enhancing
role in computer-assisted language learning environment. That is why some
researchers (e.g. Hoven, 1999) use Computer-Enhanced Language Learning (CELL)
in preference to CALL.
3.3.3 Other aspects of the model
3.3.3.1 Relations between the components of the model
The constructivist theory of learning provides the
guiding principles on which the proposed model is based. Therefore, the three
major components in the model, though standing in isolation, are unified under
the umbrella of constructivism. In other words, constructivist is on the top of
the hierarchy.
Because constructivist theory of learning stresses the
learner and learning in SLA practice, the learner- and learning-driven
individualized interactive learning environment is the goal of the design. Thus
it is no surprising to see some similar conviction and treatment in the recount
of the three components of the paper. For example, learner control, as an
intrinsic feature of constructivism, is mentioned. In a word, the three
components are not mutually exclusive.
3.3.3.2 Evaluation of CALL software
As is usually the case with learning material design
(see Figure 3.2), more attention is devoted to the blueprint and implementation
than to the evaluation. Evaluation is actually a critical part of design. The
criteria for CALL evaluation are the same with those of CALL design. But
“practice is the sole criterion for truth.” Any CALL product without testing or
evaluation procedure cannot be labeled a quality one. Such a diagnostic act
will either confirm the design principles or address suggestions for
modifications.