Incorporating Live Action
into the CALL Lab
Elizabeth
Hanson-Smith Originally published in 2005. IALLTJ
37(2), pp. 49-67. Computer-assisted technology, even in its infancy as a medium, has proven to enhance language learning, sometimes in unexpected ways (see the early RAND study, Glennan & Melmed 1996). Even the most traditionally designed "drill-and-grill" exercises can
However, as pointed out by Roche (1999)
many language learning CDs either are dominated by an
audio-lingual or grammar-translation mentality, perhaps
formed by the assumptions and prejudices of programmers,
or are confined by the limitations of the computer
medium itself. Internet-based language learning Websites
suffer from similar failings. Computers are basically
dumb machines and can do only what the programmers have
asked them to do, and often programmers are not
linguistically trained language teaching specialists.
Even more telling, perhaps, is that computers are not
yet capable of handling natural language in all its
variety and richness, nor may they ever be. Given these
strictures, what are some of the ways to best use
technology in language teaching and learning? Live Action English Interactive (and its sister product, Live Action
Spanish Interactive) is one
of the few language learning CDs to be designed and
programmed solely by practicing teachers--with a
combined classroom experience of over 100 years in the
field of language education. It is also one of the few
language products to be informed by a well recognized
approach to language teaching, Total Physical Response
(see Asher 1996), which was referred to by Krashen and
Terrell as an example of the so-called Natural Approach
to second language acquisition (see Krashen 1982, and
Krashen & Terrell 1983). Turn on the water. Pick up the soap, Wash your hands, etc. (Romijn and Seely 2002, p.1).
Students then perform the actions, while listening to
the commands before attempting to speak themselves. The
idea is to build listening comprehension of sentences
related meaningfully to physical actions, people, and
objects in context; the kinesthetic aspect is not only
motivating, but enhances the memorability of the
meanings and may match closely the preferred learning
styles of many students, particularly younger learners.
However, adults invariably enjoy the activity as much as
children do, and benefit from the prolonged "silent
period," as proponents of comprehension-based learning
recommend (see for example, Krashen 1982). The
pre-production silence allows students to hear language
input repeatedly and learn to understand meanings while
acting them out. Contextualization in familiar actions
and appropriate sequences aids comprehension and the
formation of meaningful associations, while the silent
period contributes to better pronunciation and grammar
when learners begin to speak.
Students at
first hear only the imperative verb forms (which in many
languages are the "root" of the other forms); eventually
they are allowed to use the commands with others: Jorge,
open the can, or Chen, take off the lid. One of the difficulties of language
learning is receiving enough input enough times to grasp
meanings while acquiring grammatical structures--all
without becoming bored (often the problem with
aural-oral repetition). Physical action, the acting out
or miming of meaningful activities, naturally involves
the brain in creating dense associations and improves
memory, concentration, and motivation. (See Asher 1983,
for research studies of the effects of TPR and
comprehension-based language acquisition.)
Eventually students build increasingly
complex sentence structures, leading to narrative
structures with the conjugated verb forms that require
the various pronouns and tenses: Yesterday, I opened
a can and poured the soup into a pot. Students meanwhile are acquiring a fairly
large vocabulary of common objects and actions in
familiar everyday situations, tense sequences, and
(especially difficult in English) various two-part verbs
and prepositional locutions. (For more on the theory of
TPR, see Romijn & Seely 1998, and Ray & Seely
1998.) The use of sentences, rather than the
memorization of individual vocabulary items, not only
gives learners a large mental database of words and
expressions, but also entails a great deal of
repetition, which aids the formation of what some
professionals would call automaticity. TPR has spread across the globe and is
now used in language classes from Europe to Asia. (See
Yeh 2004, for videos of live classroom sessions with her
teachers-in-training in Taiwan; and González
& Mühren 2004, for a recent video- and
Web-supported conference presentation on TPR in Spain
and The Netherlands.)
Live
Action English Interactive (LAEI) and Live Action Spanish
Interactive (LASI)
are among the few beginner-intermediate level language
CDs designed to be used in close coordination with TPR
classroom activities. Although they can be used for
self-study, the CDs are intended neither as a
replacement for the classroom teacher nor as a stand-in
for the whole curriculum, but rather as a supplement for
additional practice in a blended (face-to-face and
electronic) environment. Nine of the 12 units on the CDs
are taken directly from scripts in the texts, Live
Action English (Romijn & Seeley 2002) and ¡Viva
la Acción! Live Action Spanish (Seely and Romijn, 2001), while three
additional units were created for their particular
appropriateness for the computer medium (Sending a
Postcard, Planting a Seed, and Going Fishing). Since the LASI CD is based
on the LAEI program, with certain adjustments to provide
authenticity for the Spanish-learning audience,
references in most of the remainder of this article will
be to LAEI, which targets adult learners of English as a
second or foreign language. I will speak of some of the
decisions made about LASI in a separate section below.
This paper will discuss the process of creating the CD
and describe in some detail the resultant product,
including both its significant features and the
compromises that had to be made in adapting this
approach to teaching and learning into the electronic
medium. It is hoped that this information will help
teachers planning similar projects or evaluating
language-learning software for their own language
programs. The Process LAEI began when Robert Wachman, a community
college teacher of English as a Second Language (ESL)
and former Peace Corps volunteer who had used TPR over
the years, experimented with HyperCard authoring software to transform scripts
from Live Action English (LAE) into short presentations with line
drawings from Action English Pictures (based on LAE, Takahashi and
Frauman-Prickel 1999). Joined in his experiments by
Elizabeth Hanson-Smith, a CALL consultant, ESL teacher
trainer, and software designer (Oxford Picture
Dictionary Interactive), Wachman contacted the authors of LAE,
Contee Seely and Elizabeth Romijn, and proposed a CD
version. An experienced teacher and CALL program author,
Larry Statan, was quickly
persuaded to join the group. Statan, designer of such
programs as All Clear! and Making Connections, suggested a more sophisticated
authoring program, Macromedia's Director (2004), be used because of its
professional look and feel, its cross-platform
capability (both Apple and PCs), and its several
built-in features that were useful for language
learning (these will be mentioned in the Product
section below). Statan quickly brought the simple
exercises to life with a combination of video, morphed
images, and animated photographs. He also designed
ingenious practice activities that allow the student
to control objects and video on the computer screen, a
form of virtual physical response, which will be
described further below. Some of the most important
design decisions had to be made very early in the
process. In turn, many of these decisions had to be
based on assumptions about the students who would use
the program:
Other decisions had to be based
on the limitations of the computer medium:
And finally, decisions about
the content itself had to be made before authoring could
begin:
Several factors were of importance during
the design process: although all five of us taught at a
wide variety of levels, all had used TPR in one form or
another and agreed fully on its value as an approach to
teaching. Another major advantage was the inclusion on
the team of people with experience in programming,
computer instructional design, and CD production who
were also classroom teachers. We had a compatible
understanding of how and why to use computer
technologies in language learning, and had no illusions
about the computer ever replacing the teacher. We
believed, however, that the electronic medium provided
the perfect place to give students extensive practice,
practice well beyond what a single teacher in a
classroom of 15-30 students could ever do individually.
We also had no need to consult with marketing experts,
editorial staff, or advertising agencies: we would use
the product ourselves and assume that other teachers
would find it of equal value and interest. Presentations
at professional conferences and word-of-mouth have been
our chief means of promotion. Since most of us were teaching adult
learners in community colleges or adult education
classes for immigrants, often held in community centers
or high schools at night, and since TPR was highly
appropriate to the beginning-intermediate learner, this
became our target population. Given the usual financial
circumstances of this population, and their lack of
computer expertise, we felt that the technology should
be as simple as possible to operate. Students would
practice the basics of mousing and keyboarding and learn
these as they used the program. We have since learned
that special needs students also find the program
appropriate and accessible. Since most of the locations
where adult learners would use the software (e.g.,
libraries, community centers, and high school
after-hours labs) had networked labs or several
stand-alone workstations, using CALL in itself would not
present a problem as long as the technology was simple
and appropriate. And finally, while technology might
provide some novelty, we knew the program had to be
intrinsically motivating to the students so that they
would keep using it repeatedly, and obtain from it
enough practice to acquire language. A potential problem we especially intended
to avoid--one glaringly evident in some purportedly
"adult ed" programs--is the juvenilization of the beginner-intermediate content and
interface. Just because these are beginners in language
does not mean our adult learners are child-like. Once these basics were decided upon, the
group met in person infrequently, but online through
e-mail messaging quite often. We quickly agreed upon a
prototype menu designed by Statan (see Figure 1), and he
began the authoring process. As work progressed, we all
conferred frequently on the various units. The ease of
online file transfer and the discussion of content
through e-mail made the process very time-efficient. It
was also helpful to feel that as a group we not only
thought along similar lines pedagogically, but also
respected and liked each other as well. Some important
elements to be learned from this process are
![]() Figure 1. The Main Menu
screen of Live Action English Interactive (Command
Performance Language Institute 2000) offers access to
all units
with a minimum number of clicks. Most units are tied to similarly titled units in the Live Action English text (Romijn and Seely 2002). The ProductOne of our initial decisions concerned the
type of media to use within the CD. While our prototype
had used animated black line drawings, crudely
colorized, Statan suggested that video clips would offer
far more realistic representations of contemporary life
in the U.S. In the classroom, students had to imagine
the contexts of the TPR scenarios, but with the CD, they
could view a true-to-life scene. Because of space
limitations on the CD, Statan filmed some units totally
or partially with a digital video camera, and shot
others in still photos (with occasional morphing), but
with movement implied through the sequencing of the
images. Interestingly, students, when questioned after
using a unit, are unaware of which technology has been
employed, presumably because they are so focused on the
language presentation and settings. While it was tempting to use speech or
voice recognition technology so that students could
speak to the computer and possibly receive a simulated
response, we perceived several problems: First, it was
felt that hearing the native-speaking models on the CD
repeatedly would provide better input than having
students listen to their own voices. This is also a
tenet of the TPR approach: learners need input far more
than output in the initial learning stages. Computer
technology is also not at a point where it can easily
elicit and correct pronunciation. The computer might
give an approximate guess at what the student was saying
or allow students to compare their speech to a model,
but computers cannot yet provide satisfactory correction
to natural utterances. Secondly, it is not yet easy to
provide voice or speech recognition technology that
would work with all the different types of possible
input devices our students might use. Third, our
intended students, adult learners, might not have the
necessary equipment to use or an appropriate space to
use it in. We could not expect adult learners to go out
and invest in microphones or specific sound cards.
Additionally, public access points, such as libraries,
community centers, or Internet cafes, would not have
microphones and would not encourage speaking out loud.
Speech or voice recognition could be a problem in noisy
school labs where students would have to compete to be
heard. Another design decision was to make the
CD-ROM product as portable and accessible as possible.
This meant a single, stand-alone CD would be produced.
There is no installation or initialization process
required (another advantage of excluding voice
recognition); the student could run the program directly
from the CD, which meant the product could be checked
out from a library and taken home on loan, or copied
directly to a hard drive on a single workstation, or run
from a server in a networked lab. Naturally, we would
have to depend on the honesty of the purchaser and the
end user in respecting copyright. This decision
eliminated the need for an elaborate password secured
system that might create problems for student users, and
for teachers who might be without adequate technical
support, for example, in night school. We also all subscribed to a design that
afforded maximum student control within the product with
the goal of allowing as much practice as the student
desired. As a result of Statan's careful planning, the
student can reach any part of the program in 2-3 mouse
clicks: select a unit/topic, click on an exercise, and
if necessary, click on a help screen or return to the
main menu. While the units are constructed in a roughly
ascending order of exercise difficulty, a student may
start at any point in the CD, and with any unit, and
proceed either in the order implicit in the menu, or in
any direction (see Figure 1). Within any unit, they
could proceed step-by-step (using the blue arrows, see
Figure 2), or skip around. On each screen, students are
given maximum control of the learning process. For
example, they can replay the video or photo sequence,
repeating it as many times as desired (see Figure 2), or
review each unit as often as they wish. All too often,
computer software is designed so that once students have
"mastered" a lesson or unit, they are not allowed to do
it again. ![]() Figure 2. Watch from the Good Morning unit. The video is first seen and heard without text. Live Action English Interactive (Command Performance Language Institute 2000). ![]() Figure 3. Listen activity for the Time to Clean House unit, Live Action English Interactive (Command Performance Language Institute 2000). The correct selection has been made, and the student can now read the sentence while hearing it again. Students next encounter probably the most creative part of LAEI, the Interact task, the brainchild of Statan, our lead designer and program author. In this task, the student hears the command, performs an action with the mouse, and the command is then carried out on the screen with audio and video support. In some units, for instance, learners are asked to select the correct object and drag it to a photo on the screen. When they drop the object, it triggers the associated video segment or photo sequence, and the student hears the passage again. For example, in Good Morning, the student moves a newspaper to the screen, and the actress (actually one of our design team) reads it. In other units, the actor may speak to the user: Please give me the milk . . . Thank you! Where drag-and-drop is not used, the program brings to life the actions of different tools, e.g., a saw or a can opener, or even simulates driving a car (Figure 4). (Some students have referred to the program as the CD that teaches you how to drive, which it definitely is not.) A large part of the motivational value here, and throughout the CD, is that the student makes the program run, and can do so as often as desired. The purpose of the CD is practice, not testing. ![]() Figure 4. Interact screen from the Giving Directions unit: the student "drives" the car, following the verbal commands. Live Action English Interactive (Command Performance Language Institute 2000). Following these opportunities for input
and interaction, learners are introduced in Watch
and Read to the entire passage in written form
for the first time. They can either play the entire
passage sequentially while reading and watching the
video or photo sequence, or click on a particular
sentence and watch the video for that segment alone.
The student is then asked to interact with the
sentences they have heard, read, and seen enacted by
dragging and dropping parts of the script into their
correct sequence in Order. The learner hears the sentence by
clicking on it, and hears it again when it is
dropped into place (see Figure 5 background). Before continuing with a discussion of
the last two parts of each unit, the more difficult
activities, it should be mentioned that we decided
to key all Help screens (with the exception of the Verbs, which will be discussed in a moment)
to specific pages, and to make them primarily
graphical/visual so that early learners, no matter
what their native language, could understand them
without resort to language that might be more
complex than what was targeted in the lesson. We
also had to assume that a teacher or tutor assisting
the student might not be technically expert, or that
a lab assistant might not be expert in English.
Thus, Help screens in LAEI contain a minimum of
verbal explanation (see Figure 5). In contrast, Help
screens for LASI take into consideration that users
would be fluent English speakers learning Spanish.
Figure 5. The graphical Help screen from Order, the drag-and-drop task in the Using a
Pay Phone unit. The Verb
Help screens are an exception to our general
rule of making help visually transparent. While the
usual LAEI Help screen tells how the page operates, in Verb
Help
(accessed from the first screen of the Verbs task in each unit), we decided that we
had to be fairly inclusive, since students might not
be working with a grammar text at hand. At the same
time, we intended the information to remain simple
enough that a teacher's aide or lab assistant, who
might not be trained in linguistics, could understand
the explanations and perhaps help the student. We
tried to avoid technical linguistics terminology or
"grammar talk," insofar as possible. Thus, the Verb Help
button leads to a full grammar section with tabs for
particular aspects or tenses (see Figure 6).
![]() Figure 6. The Verb Help screen with tabs to various grammatical tenses or aspects. Live Action English Interactive (Command Performance Language Institute 2000). Practice for more advanced
students
Since students in a typical
beginner-intermediate adult class may represent a
very wide range of language development (false
beginner to advanced intermediate), we felt a need
to include activities on the CD for more advanced
students. The Verbs screens present the most challenging
and time-intensive activities. Here the learners see
the actions written in a variety of tenses as short
narratives, rather than a sequence of commands. Each
unit includes a screen with the simple past tense,
because in English it is most often used for
narration and has a number of commonly used
irregular forms; and each also presents a screen
with some form of the present, present progressive,
or future progressive, and combinations of these as
they would appear in spoken language. An effort was
made to keep the language contextualized and as
natural as possible. We wanted to avoid the
mind-numbing problems of wholly de-contextualized
sentences whose sole purpose was grammar practice. In the Verbs activity, the student can listen to the whole text while reading it, and then click to perform a cloze exercise (Figure 7). Each time the student selects a blank to respond to, the computer reads the entire sentence aloud, thus ensuring plenty of listening practice even while the student concentrates on the grammar or spelling. While the present and future exercises are completed by drag-and-drop or clicking on the correct word or phrase, the past tense exercises require the learner to type in the verb correctly. Two-part verbs (e.g., put on, take off) are treated as one unit of meaning, and practice is also given with contractions, which are spoken naturally, but appear written out in their full form in the list of choices (see Figure 7). Additional practice with the past tense screens can be obtained by asking students to hide the verbs to be typed, or having them to turn off the sound (using the Speaker icon on the screen), thus creating a pure reading-writing-grammar task. This one section of each unit encompasses hours of activity for the learner.
Figure 7. Reading and
listening plus cloze exercise for Verbs in the Grocery
Shopping unit. In the past tense task, the verbs The final
activity, Write, in each unit is
a listening dictation. Here the software uses the
spell-checker built into Director to help students
correct errors. They can listen, type, check their
answer, and receive hints from the program repeatedly
(see Figure 8). Again, when the sentence is correctly
typed, the software plays the video or photo segment
as a reward, and the student hears the sentence again.
![]() Figure 8. Write with an error hint from the Office Worker unit. A click on the See button allows a peek, but doesn't remain on the screen long enough to copy the answer. Live Action English Interactive (Command Performance Language Institute 2000). As can readily be envisioned,
the student has dozens of opportunities to
receive input, without being bored by simple
repetition. Even very low level students are
encouraged by the format to work through the Verbs practice and listening
dictation because the software is able to assist
them and give them as many opportunities as
needed to complete the task successfully.
However, the teacher may want to tell true
beginners to skip these two activities, Verbs and Write, until they feel ready to
tackle them. ![]() Figure 9. Score sheet with the Grocery Shopping unit reported. The student has completed 6 answers with one wrong in the Listen task. The student can also click the Clear button and start with a fresh slate without leaving the program. Scores are not saved and need not be accessed through a complicated password-secured system. Live Action English Interactive (Command Performance Language Institute 2000). The Live Action Spanish Product
Translation
of our CD into another language besides
English had been contemplated early on, since
the Live Action text appears in 6 different
languages. Our target population for LASI
would be English speakers learning Spanish in
the U.S., or possibly Spanish speakers
mastering written forms of the language (a
target audience in the U.S., where immigrant
Spanish speakers are not always schooled in
their own language), it was appropriate to
retain the multi-ethnic characters evident
throughout the LAEI CD. In addition to
numerous Hispanic actors (portrayed for the
most part by our students, not professionals),
we also had many Asian faces and some blonde
Euro-Americans as well. This ethnic mix
reflects the reality of the U.S. context,
particularly in our own students' lives. A
second consideration was technical: accents on
the computer keyboard would demand the use of
special keys or unusual keyboarding, and might
differ depending on the type of computer.
Statan had to solve the problem of how to
include accents in Verbos and Escriba, where students would be
asked to type input. He decided that this
difficulty presented an opportunity to focus
attention on accents in Spanish, which English
speakers find particularly difficult. In Verbos, students are asked to decide if
an accent is needed or not, but not where. In
Escriba, the listening dictation,
they have to select the correct vowel to be
accented (Figure 10). We felt that at the
beginner level this solution raised awareness
without overcorrecting the student--or
requiring a special keyboard or unusual
keystrokes.
![]() Figure 10. Escriba from the Pescar unit, with a choice of accent keys. Live Action Spanish Interactive (Command Performance Language Institute 2004).
What we have learnedFirst of all, we are very aware
that while computers are ideal for additional
language practice, the authoring programs and
the capability of computers to handle natural
language are both quite limited. In response to
these limitations, we have tried to give
students large amounts of practice under
motivating conditions with contextualized
language. Underlying some of the more
imaginative aspects of our program, such as
drag-and-drop video and driving a car
simulation, is plenty of repetition, although we
have tried not to all these to be the same old
decontextualized drills that Roche (1999)
laments. If getting the right answer is what
computers do best, at least along the way we
have made them respond to the students' wishes
and needs. Some important elements in
this--or any--CD project are
The proof of this approach is
in our students, who love the program. "Can we
spend the night here?" pleaded one student in an
evening class at City College of San Francisco
the first time he used the program. He did not
want to stop. References
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