Kamis, 04 September 2014

An Interactive Multimedia Program for Oral Communication Training in Japanese

Exeter CALL Paper: Part 1

Closing the Gap between Practice Environments and Reality:
An Interactive Multimedia Program for Oral Communication Training in Japanese
Part 1. Theory

Michio Tsutsui, Masashi Kato, and Bradley Mohr
University of Washington

This paper consists of two parts. Part 1 discusses theoretical issues related to the software program to be introduced here, and Part 2 deals with practical issues, including technical and pedagogical considerations in implementing the program. The structure of Part 1 is as follows: Section 1 provides some pedagogical concepts upon which the development of this software program is based. Section 2 discusses technologies necessary for developing the program. Sections 3 and 4 explain the components of the program and how it works. Finally, Section 5 presents the merits of the program with concluding remarks.

1. Pedagogical background

1.1. Communicative approach and methodological changes

Since the communicative approach came into the main stream of foreign language teaching in the 70's, the focus has shifted from teaching skills to generate grammatically accurate sentences, the primary objective of the audio-lingual method, to teaching skills to perform intended communications.[1] The communicative approach, also referred to as communicative language teaching (CLT), has introduced a number of new concepts to enhance foreign language teaching. Syllabi based on this approach focus on a new set of objectives and activities.[2] The major commonalities of these syllabi are:

   1. The acquisition of communicative competence is set as the primary goal.
   2. Units are designed based on functions and notions.
   3. Language items are contextualized.
   4. Activities are designed to train communicative skills.
   5. Used sentences are "meaningful" (i.e., commonly used in real situations).

In short, CLT has caused a drastic change in foreign language instruction. More specifically, functions, contextualization and meaningfulness have become important issues in terms of content, and activities which involve meaningful tasks, such as role plays and simulations, have been considered essential as part of class activities.

1.2. From learning to acquisition

CLT has changed foreign language teaching significantly. However, it is evident that in order to achieve reasonable communicative skills, the acquisition of linguistic skills to control grammar and vocabulary is still fundamental.[3] As shown in Figure 1, such linguistic skills are acquired based on a knowledge of linguistic items such as grammar rules and vocabulary items. Acquired linguistic skills are then integrated into communicative skills which includes socio-cultural skills (such as speech level control and body language) and communication strategies.[4]

In order to acquire communicative skills effectively, some specialists suggest a gradual shift from a linguistic skills focus to a communicative skills focus.[5] Takanashi (1992), for example, illustrates the gradation of activities as in Figure 2.

Here, activities become more creative as they go rightward, and more meaningful as they go upward. The activities in (A) and (B) - (D) roughly correspond to Stage 2 and Stage 3 in Figure 1, respectively. It is suggested that activities be arranged sequentially from the least creative and meaningful to the most creative and meaningful.

1.3. Model dialogues

One of the most common activities aiming to teach communicative skills is probably role-playing based on model dialogues. Role-playing is in fact a very effective activity for teaching communicative skills if properly performed. However, effective role-playing in class is not easy to execute for a number of reasons. First, as listed below, several factors make it difficult for students to prepare themselves for class activities.

   0. Model dialogues, which are often taken from textbooks, are too long and/or too difficult because they involve too many new linguistic items.
   1. Model dialogues are unfocused in terms of functions.
   2. Model dialogues are not related to students' current lives.
   3. Model dialogues are not applicable to situations students are likely to encounter in the future.

Second, classes are often too large and the time is too limited for every student to practice role plays effectively. In addition, even prepared students (i.e., those who have learned assigned model dialogues) cannot perform well in simulated situations, particularly when the dialogue involves non-linguistic elements such as body language.

1.4. Nihongo Partner and premises

In order to solve the problems mentioned above, the University of Washington's Technical Japanese Program has developed Nihongo Partner, a computer-based interactive multimedia language learning program. The development of this program is based on several premises, some of which originated in communicative language teaching.

Premise (1) Real communication

The first premise is one of the three principles that Richards and Rogers (1986) identified of an underlying learning theory which can be discerned in CLT practices.

Communication Principle: Activities that involve real communication promote learning. (p. 72)

An implication of this principle is that language learning activities should involve real or close-to-real communication. The reality is, however, that students' activities at home or at the lab can hardly involve real or close-to-real communication due to the fact that they are mostly alone and practice equipment is limited. In addition, it is often the case that, even in classrooms, activities involving such communication cannot be performed effectively for the reasons mentioned earlier. Nihongo Partner attempts to give "reality" to individual practice environments at the lab and at home, and to prepare students better for classroom activities which involve real communication.

Premise (2) Anxiety

A second premise has to do with anxiety. Krashen (1982) presents a set of hypotheses with regard to second language acquisition. One of them is the Affective Filter Hypothesis, which concerns motivation, self-confidence, and anxiety. The most relevant item here is anxiety. Krashen states:

Anxiety: Low personal anxiety and low classroom anxiety are more conducive to second language learning.

In fact, one of the reasons students cannot perform model dialogues or role plays well in class is that their anxiety level is high. This is partly because they do not practice model dialogues beforehand in an environment which is close to their classroom environment. In other words, there is too large a gap between the individual practice environment and the classroom environment. By presenting a visible conversation partner on the computer screen and by providing verbal and visual cues when students practice conversation materials, Nihongo Partner aims to prepare students for situations where they often feel pressure and cannot perform well. The "seamless" practice environments that LP provides are also expected to help lower learners' anxiety level when they use the language in real situations.

Premise (3) Mastery of model dialogues

Another premise has to do with the mastery of model dialogues. In domains such as sports and the performing arts, it is essential to master basic forms or skills in order to achieve a high-level performance. We believe that this is also true of language learning. Our premise states, "mastering meaningful model dialogues with a focused function promotes acquisition of communicative skills." Here, meaningful dialogues mean dialogues learners can apply to situations they are likely to encounter, and mastering model dialogues means mastering both linguistic and non-linguistic items. Linguistic items include vocabulary items, syntactic rules, and communicative meanings such as request and suggestion, while non-linguistic items include meanings conveyed by body language and ways of uttering phrases or sentences. By considering the problems of textbook dialogues mentioned earlier, Nihongo Partner's model dialogues are designed so that learners can master them as effortlessly as possible.

2. Technologies for Nihongo Partner

To implement the concept of Nihongo Partner, a careful examination of the available technologies is necessary. In order for LP to be an effective language learning tool as designed, it must have the following capabilities:

   1. Multimedia capability
      Nihongo Partner must be able to handle high-quality recorded video and audio, as well as text. It must also have the ability to record and play back audio at relatively high quality.
   2. Direct access to video segments
      The video segments must be accessible non-sequentially, so that the program can jump directly to any point of a dialogue.
   3. Instantaneous video playback and stop
      Video playback must be capable of starting and stopping the video instantaneously to assure a natural flow of dialogue.
   4. Capability to store and retrieve a large volume of video segments
      In order to play a major role in language teaching and to serve many users, the system must be able to store a large number of separate segments and these segments must be retrievable on-demand.
   5. Capability to expand and customize the video library
      Expandability is an important concern. Therefore, LP must allow instructors to create new video segments to add to the library using commonly-available video equipment and low-end digitizing equipment so that they can tailor the program to their own needs. LP must also enable instructors to customize the video library according to their needs.
   6. Multi-language capability
      This requirement may be obvious, but the technology must allow for simultaneous display of multiple languages (in this case, English and Japanese), as well as easy switching from one language mode to another.
   7. Affordable equipment cost for institutions and individuals
      Most instructors have a relatively modest equipment budget. LP must allow instructors to use existing equipment, and must not require expensive new tools for use and materials development.

In light of these requirements, most of the conventional technologies must be abandoned. Audio tapes fail on a number of points including their lack of true multimedia capability, as do video tapes because of their inability to provide quick, non-sequential access to segments. Although both of these technologies use widely-available, affordable equipment for recording and playback, they simply cannot fulfill the needs of Nihongo Partner.

Laser disks overcome many of the hurdles that audio and video tapes cannot clear. For example, segments recorded on laser disk can be accessed directly and quickly. However, production of new segments on laser disk is out of the reach of most instructors. Creation of new laser disk content is costly and requires specialized equipment. Once new content has been produced, it is impossible to modify it. Furthermore, integrating segments of different disks for customization is nearly impossible.

The only technology that fully fulfills the technical requirements of LP is computer-based digital video. Readily available personal computers are fully capable of providing a rich multilingual and multimedia experience with audio, video, and text freely mixed in a single environment. A large volume of digital video segments can be stored and accessed quickly, and new segments can be added easily. Video can be played back beginning at any point in the video segment, making it possible to jump directly to the beginning of a single line of dialogue. A wide variety of inexpensive hardware and software products are available to digitize and edit video segments. Most important, computer-based digital video leverages equipment that most instructors already have available.

3. Components

Nihongo Partner contains a library of short digitized video segments and an interface which helps learners practice the dialogues presented in those video segments. Each lesson consists of a preparatory session and a dialogue practice session involving a video segment which focuses on a specific task and/or situation such as "Asking permission to use a colleague's computer." Throughout each lesson, non-verbal as well as verbal skills are taught and practiced. Figure 3 elaborates on the components of LP.

Figure 3: Nihongo Partner Components

3.1. Video segments

The dialogues in video segments are designed so that learners can master them with a minimum effort and apply them to in-class role plays and other communicative activities as well as real-life situations. For example, the dialogues are limited to four to six lines. This length allows for a meaningful exchange between speakers, yet is short enough for learners to master the new linguistic items relatively quickly. Similarly, the content of the dialogues is focused on one or two functions within a single context.

Each dialogue situation is videotaped from three different viewpoints: a third-person perspective, and the viewpoint of each of the two speakers. The third-person perspective video is used as an overview for dialogue presentation and for comprehension checks. The scenes from the viewpoint of each speaker are used both for a "Repeat After Me Session" and for an "Interaction Session."

The digitized video for each dialogue is accompanied by dialogue text in Japanese and an English translation. The translation is designed to convey the overall meaning of the dialogue, rather than providing word-by-word glosses. In this way LP tries to lead learners to focus on messages they are supposed to convey instead of the meaning of each vocabulary item.

3.2. Library of video segments

Dialogue segments in Nihongo Partner are organized in a database. The database contains not only the digitized video and dialogue text for each segment, but also higher-level information about the segment. For example, each segment is tagged with a unique segment ID. This ID number encodes information such as the source (producer) of the segment, instructional level, and serial number. Each segment also includes a brief description. This description is composed of both structured information, such as author, title, production date, functions, keywords, and associated textbook, and a narrative description of the contents of the dialogue situation (see Figure 4).

Figure 4: Nihongo Partner Database

This database structure allows for a very flexible use of Nihongo Partner in a wide variety of instructional situations. Using the LP Database Tool, instructors can search the database for segments that meet a certain set of criteria based on a segment description or ID. For example, an instructor could find all segments produced by the Technical Japanese Program that target a professional audience and pertain to "leave taking." In this way, the instructor is able to choose segments that are relevant to his or her students and targeted to the appropriate skill level. A menu of situations selected by the instructor is automatically displayed by the LP application. In addition to the search function, instructors can choose to include or exclude individual segments based on preference or other information not included in the description. Instructors can reorder, group, and annotate selected segments and save the selection set for later use.

One advantage of this library system is its open-endedness. New segments can be added to LP at any time using the LP Author tool; the program will automatically recognize the new segments and incorporate them into the database. Not only does this allow an instructor to add new segments easily, but it also enables a broad collaboration among various institutions. Thus, we expect that, over time, a large shared collection of LP segments will be developed covering a much wider selection of situations than any one institution could develop on its own.

3.3 Interface

The user interface of Nihongo Partner is designed to be as unobtrusive as possible. The program's interface is at all times secondary to the content presented by the interface. This philosophy allows LP to provide a natural, low-anxiety setting for language practice while also guiding the user effectively through the various phases of the program.

The naturalness of the interaction between the learner and his or her on-screen "partner" is of utmost importance in LP, and the interface has taken this into consideration. The timing and flow of dialogue interaction has been optimized to permit nearly-instantaneous video playback, so that when a learner finishes reciting a line of dialogue, the digitized video partner continues the conversation without pause, just as a real partner would. During conversation practice, the learner is largely unaware of the interface; the program simply behaves as the user expects. For example, when the learner chooses to record his or her voice for comparison to the model, the record function is triggered automatically at the end of the model's dialogue line. The cursor changes into a microphone, indicating that the program has started recording the user's voice. When the line has been spoken, the learner simply clicks the mouse to stop recording and continue with the dialogue. This contrasts sharply with many other applications in which a separate recording window is presented with audiotape-style controls to record, stop, and save the sound.

The LP application consists of three distinct phases of interaction through which the learner should progress in a pedagogically sound sequence to gain the most from the program. The interface gently guides the user from one phase to the next in this sequence. Although the learner may backtrack to further practice an earlier phase, the forward progress is reinforced by the interface. For example, following the completion of the comprehension questions at the end of the preparatory phase, the program automatically shifts to the "repeat-after-me" phase.

Finally, several more general interface issues have been addressed in LP. The interface reinforces learning the target language by making the English translation available only when the user is holding down an on-screen button. Because this button must be released to continue with the program, it is impossible for the learner to rely on the English translation; instead, the learner must focus on the verbal and non-verbal cues present in the digitized video. In addition, the interface has been kept as clean and streamlined as possible, with a minimum of visual clutter. Interface elements that are unnecessary or extraneous for a given phase of the program's operation are hidden from view. Similarly, the background images, while subtly conveying a Japanese theme, are subdued to avoid the possibility of distracting from the foreground content.

4. Practice Sessions

Nihongo Partner is designed so that learners can master model dialogues as effortlessly as possible by following a series of sessions in order.

4.1. Preparatory Session

In the preparatory session, learners first select a desired dialogue from a situation menu. This menu presents a set of model dialogues which have been selected from the video library and composed properly by the instructor. Learners start a lesson by watching the selected dialogue from a third-person perspective (Figure 5). Their task here is to comprehend the dialogue in terms of its situation, verbal content, and the meanings of non-verbal messages. Before moving on to the following sessions, learners self-check their comprehension by answering a set of comprehension questions based on linguistic and cultural content, such as the relationship between the speakers, speech level, and cultural meanings attached to specific expressions.

Figure 5: LP Preparatory Session

4.2. "Repeat After Me" Practice Session

In the "Repeat after Me" practice, learners practice the lines of one speaker in the dialogue by repeating after him/her as a model while watching him/her face to face on a computer monitor (Figure 6). During this session learners practice not only accurate pronunciation, intonation, and timing of utterances, but also involved body language. Through this practice, learners can easily internalize both verbal and non-verbal components of a dialogue. During the practice learners can choose any portion of the dialogue and that portion can be as little as one line or as much as the entire dialogue to practice at a time depending on the level of mastery. When learners are ready, they can record their voices and compare them with the model. When learners have mastered one speaker's lines, they practice the other speaker's in the same way. In some dialogue situations, learners may not need to practice the other speaker's lines (e.g., conversation with a hotel clerk).

Figure 6: LP "Repeat After Me" Practice Session

In this session and the interaction practice session which follows, learners may need to see the dialogue text at the beginning. However, it should be suppressed as early as possible in order to acquire the targeted skills effectively.

4.3. Interaction Practice Session

When learners have completed the "Repeat after Me" session, they enter the interaction practice session, where they take the role of one of the speakers and practice the dialogue with the other speaker who appears on the computer monitor. This speaker is the learners' conversation "partner." Just as in the "Repeat after Me Session," learners can select the portion of the dialogue to practice by highlighting lines on the text, and can record their voices and compare them with the model to check timing of utterances.

As illustrated above, NP's three practice sessions work together to make learners' mastery of model dialogues as easy as possible. NP's capability to allow learners to practice dialogues with a "partner" also lends reality to an individual practice environment. In addition, it is expected to lower learners' level of anxiety when they communicate in classroom activities and in real conversation situations.

5. Merits

Language learning using Nihongo Partner has several pedagogical merits. First, Nihongo Partner creates an air of reality in the learner's practice environment at the lab and at home. In the interaction practice session, for example, learners can practice dialogues with a "partner" on the screen just as if the learner were having a real conversation. Further, in the "Repeat-After-Me" session, learners are given cues in a very realistic fashion, i.e., verbal, non-verbal, and situational cues all occur together, so that learners can practice their lines with the appropriate body language. Because learners can practice dialogues in this environment and they can do so at their own pace, it is expected that they can achieve not only a higher but also a broader level of mastery of the model dialogues than they could using traditional methods. Thus, it is likely that learners who have practiced model dialogues with Nihongo Partner will be well prepared for role plays and other advanced communicative activities in class. Moreover, LP will help learners build self-confidence and reduce personal anxiety, which will in turn contribute to to an even higher mastery of communicative skills.

Second, language learning with Nihongo Partner enables instructors to redefine home, lab, and class activities so that the distribution of activities can be optimized and total achievement can be maximized. To be more specific, learners can concentrate on learning linguistic items at home (e.g., grammar, vocabulary) and on acquiring linguistic skills and preparation for in-class communicative activities at the lab (e.g., mechanical drills, pattern drills; mastering model dialogues). Class time can then be used for advanced communicative activities which are hard for learners to do on their own (e.g., role plays, simulations).

Third, Nihongo Partner enables learners to master model dialogues with minimum effort for several reasons. First, because NP's model dialogues are short (usually 4 to 6 lines), they do not put a heavy burden of memorization on learners even when the dialogues include new grammar or vocabulary items. Second, NP's dialogues are well-focused in terms of functions and situations, which makes it easy for learners to internalize the dialogue schemes. In addition, NP's model dialogues are relevant to their current daily lives and/or applicable to situations they are likely to encounter in the future, which gives learners a strong motivation to learn the materials.

Fourth, because of the way NP's video segment database is designed, instructors can customize their own lesson menus by choosing desired segments from the standard library. If suitable segments are not available in the standard library, instructors can create and add new segments to the database easily. Thus, LP can be used in a wide variety of instructional situations regardless of the proficiency level of students, the course objectives, or the textbooks being used.

In conclusion, Nihongo Partner is a powerful language learning tool which was designed based on communicative language teaching theories and recent advanced computer technologies. LP aims to change the conventional ways of conversation practice by providing individual practice environments that are realistic. As the merits mentioned above indicate, language instruction with Nihongo Partner promises to have considerable impact on current language learning.

Notes

[1] Richards and Rogers (1986) describe the communicative approach as "an approach (and not a method) that aims to (a) make communicative competence the goal of language teaching and (b) develop procedures for the teaching of the four language skills that acknowledge the interdependence of language and communication." (p. 66) For a comparison of the audio-lingual method and the communicative approach, see Finocchiaro and Brumfit (1983).

[2] See Yalden (1983) for CLT-based syllabuses.

[3] See Swan (1985), Enright and McCloskey (1985), and Ellis (1986) for criticisms of CLT.

[4] See the Acquisition/Learning Hypothesis in Krashen (1982) for the distinction of learning and acquisition. Also, see Savignon (1983) for the elements of communicative competence.

[5] See Paulston (1972), Rivers (1976), and Takanashi (1992).

References

Croft, K. (ed.) 1972. Readings on English as a Second Language. Cambridge, MA: Winthrop.

Ellis, R. 1986. The Study of Second Language Acquisition. Oxford: Oxford University Press.

Enright, D. S. and M. L. McCloskey. 1985. "Yes, talking!: Organizing the Classroom to PRomote Second Language Acquisition." TESOL Quarterly, 19:3, 431-453.

Finocchiaro, M. and C. Brumfit. 1983. The Functional-Notional Approach-From Theory to Practice. Oxford: Oxfrod University Press.

Krashen, S. D. 1982. Principles and Practice in Second Language Acquisition. London: Pergamon.

Paulston, C. B. 1972. "The Sequencing of Structural Pattern Drills." In Croft, K. (ed.), 148-162.

Richards, J. C. and T. S. Rogers. 1986. Approaches and Methods in Language Teaching. Cambridge: Cambridge University Press.

Rivers, W. M. 1976. Speaking in Many Tongues. (2nd ed.) Rowley, MA: Newbury House.

Swan, M. 1985. "A Critical Look at the Communicative Approach (1)." ELT Journal, 39:1, 2-12.

Savignon, S. J. 1983. Communicative Competence: Theory and Classroom Practice. Reading, MA: Addison-Wesley.

Takanashi, Y. 1992. "Komyunikeeshon-katsudou no seiritsujouken" (Conditions for communication activities). Gendai-eigokyouiku, June 1992, 14-17. Tokyo: Kenkyusha.

Yalden, J. 1983. Principles of Course Design for Language Teaching. Cambridge: Cambridge University Press.

Created by: TJP Webmaster
Last Modified: 3/11/1999; 2:11 AM.

http://tjp.washington.edu/lefiles/html/lp/Documentation/LP%20Papers/Exeter%20CALL%20Paper%20Part%201.htm

Tidak ada komentar:

Posting Komentar