A Model For Listening and Viewing Comprehension in Multimedia Environments Debra Hoven
A Model For Listening and Viewing Comprehension in Multimedia Environments Debra Hoven
A Model For Listening and Viewing Comprehension in Multimedia Environments Debra Hoven
Debra Hoven
University of Queensland, Australia
ABSTRACT
INTRODUCTION
Computers give learners freedom to work at their own pace and level, and to receive
immediate and personalized feedback. In terms of group dynamics, they enable
learners to pool their knowledge in more effective ways and enhance peer correction
and language repair work. For this reason, the term CELL is used here in preference
to CALL (Computer-Assisted/Aided Language Learning) to recognize the enhancing
role that computers play in the language learning process. Humanistic elements of the
use of computers in language learning emerge in discussions of types and techniques
of learning, where CELL brings the real world into the classroom, makes learning
more relevant, develops the learners’ sense of responsibility, promotes non-linear and
co-operative learning, helps reduce the need for a meta-language, and changes the role
of the teacher (Batley & Freudenstein, 1991, pp.14-16).
From a philosophical point of view, computers have a very different role today than
they did in the past. By taking on humanistic principles and shedding the rigidity of
behaviorist approaches and associated programmed learning, the scenarios for the use
of computers in language learning can be greatly expanded. In sharp contrast to the
criticisms levelled at language laboratories, both with and without computer
technology, a much wider range of interaction models is now available to learners
(Davies & Higgins, 1985, pp. 35-36).
While the presence of new technology and new means of using it entail the
development of new models, this is no reason to start completely afresh. For example,
the addition of multimedia capabilities does not necessarily imply that a whole new
set of pedagogical models needs to be devised. Rather, we should look to findings in
more traditional areas such as classroom interaction, self-directed learning, and the
use of audio and video in language instruction to ground our models of good practice
in the areas of multimedia and CMC in language learning. We will look at some of
these findings and explore their relationship with newer technology with a view
toward developing a sociocultural language learning model that incorporates these
features.
This paper is divided into two sections: the first dealing predominantly with the
application of listening theory in the context of computer technology, and the second
with aspects of a sociocultural model for language learning in this context. In the
model proposed here, the framework for the allocation of control to learners is
provided in the software by structuring and presenting the available language learning
resources in a manner that is easy for them to navigate, while at the same time
providing the information necessary for the learners to make informed decisions about
their learning path (Lian & Lian, 1997). In keeping with the principles outlined above,
this management of learning choices is improved by enabling learners to make
informed decisions relating to their own learning using the resources contained in, or
presented through, the software package.
As changes in the focus of language teaching and learning have moved from content-
or teacher-centered to more learner- or learning-centered approaches, the focus in LC
has also shifted. The social dynamics of listening have become a much stronger force
in the investigation and use of LC for language learning (Lynch, 1988; Rost, 1990;
Rubin, 1994). Progressively less emphasis is now being placed on listening as a
cognitive process internal to the hearer, while the processes of interaction and
meaning-negotiation are being extensively investigated (Doughty, 1991; Dunkel,
1991b; Pica, Young, & Doughty, 1987; Robinson, 1991).
Researchers are also refining their understanding of the essential differences and
similarities between reading and listening (Canale, 1984; Hoven, 1991; Lund, 1991;
Swaffar & Bacon, 1993). This has lead to the recognition that there are aspects of LC,
in addition to those mentioned above, that contribute to learners’ difficulty in
successfully completing LC tasks, and increasing their proficiency in this area. Where
previously the content material was graded, structured, or specially created in keeping
with the authors’ perceptions of ease and difficulty, it is now being suggested that the
tasks themselves be graded, particularly in the context of increasing use of authentic
texts (Hoven, 1991; Lund, 1990; Lynch, 1988; Mendelsohn & Rubin, 1995; Nunan,
1989).
Many of the factors listed by Rubin (1994), such as task and process characteristics,
relate to general learning and language learning rather than exclusively to listening.
However, certain aspects of these factors, such as acoustic variables, are inherently
specific to listening and viewing. This paper will deal with those specific aspects.
the importance of visual context (Hanley, Herron, & Cole, 1995; Herron,
1994; Secules, Herron, & Tomasello, 1992),
the role of non-verbal aspects of communicative competence (Kellerman,
Ammerlaan, Bongaerts, & Poulisse, 1990; Meyer, 1990; Neu, 1990),
cross-cultural effects of non-verbal communication (Hurley, 1992),
messages conveyed through the visual channel (Herron, Morris, Secules, &
Curtis, 1995; Herron & Seay, 1991; Kellerman, 1992; Neu, 1990),
strategies used with audio-visual material (Mueller, 1980; Vogely, 1995; Wolff,
1987),
skills developed through the use of computer-assisted multimedia (Brett, 1995;
Dalgish, 1987; Fidelman, 1997; Hoven & Farquhar, 1996; Linquist,
Rowekamp, & Stenson, 1991; Meskill, 1991b).
As the studies by Beebe & Takahashi (1989), Kasper (1989), and Lörscher (1986),
have indicated, attention to and practice in paralinguistic aspects of L2
communication can and should be implemented in language classes and materials,
particularly through activities in which the learners themselves control and direct the
interaction. Kellerman (1992) and Hurley (1992, p. 274) advocate the use of target
language audio-visual material containing a range of different interaction types to
enhance awareness of the verbal, prosodic, kinesic and non-verbal features used by
members of the speech community.
Considerable L2 evidence has accumulated over the last two decades which shows
that effective listening requires active mental processing by listeners on several levels,
particularly in interactive listening situations (Anderson & Lynch, 1988; Lynch, 1988;
Riley, 1981). Researchers have found that semantic and syntactic systems as well as
top-down and bottom-up processing operate simultaneously (Anderson & Lynch,
1988; Bacon, 1992; Bond & Garnes, 1980; Conrad, 1985; Lund, 1991; Marslen-
Wilson & Tyler, 1980; O’Malley, Chamot, & Küpper, 1989; Van Patten, 1989; Voss,
1984; Wolff, 1987). However, there is some disagreement about which kind of
processing predominates at different levels of learner L2 proficiency (Rubin, 1994,
pp. 210-211). Nevertheless, the components of the listening process, including the
listening text, the complete context of this text (both external and internal to the
listener), the task demands, and the responses required of the listener are all
interrelated.
Constraints
Another constraint for CELL, arising from the same difficulties as the one above, is
the lack of realistic person-to-person interaction. In the context of CMC via e-mail or
the World Wide Web, real learner-to-learner communication is possible for
geographically separated students. Although there are still bandwidth and financial
constraints on the personal use of visual computer-based communication, this may not
be the case for much longer, given the present rapid rate of technological
development. Nevertheless, even now it is easy to partially compensate for the lack of
interpersonal interaction by making available on-line grammar notes, dictionaries,
contextualized feedback, and repeated individualized playback. All of these features
can be provided whenever and as often as the learner needs them.
Advantages
What are the essential features of an instructional design model that incorporates these
research findings? The following three features emerge at this stage:
In a CELL environment, we can therefore give learners informed control over the
choice of task, topic or text content, and the speed of progress through the tasks or
within a task.
Collectively the above five hypotheses encompass the critical features of the proposed
model for the nature of language learning, the contemporary role of computers in
language learning, an instructional design framework to suit this role, and the nature
of the relationship between learners and computer-based materials. In the discussion
below some of the implications of these principles for the proposed instructional
design model will be explored.
The term interactivity in the context of the model being proposed here refers to the
potential for the learner to make decisions about the content, mode, order, pace, level,
and degree of self-direction of a software package. In addition, it can be extended to
mean the capacity the model provides for the learner to interact with, interpret,
negotiate, and make meaning from the texts available, whether these are printed,
audio, audio-visual, or visual.
This section provides a preliminary explanation of the perceived need for, and uses of
CELL today. For the purpose of simplicity, the term second language learning is used
here to refer to the learning of another language after one’s first language (L1),
whether within the target culture, or removed from it.
Within this paradigm, learners take an active, goal-oriented role, negotiating and
interpreting new experiences in terms of previous ones and of models they have built
up to reformulate their internal schemata. A corollary to this view is that if learners are
provided with opportunities to use language and learning strategies in L2, and if they
are given some training in their application, they can develop these strategies through
exposure to and experience in the L2 (McMeniman, 1994; Perrett, 1995). Such
development can take place through a series of steps, called scaffolding, in which
teachers play a progressively diminishing role as the involvement and investment of
the learner progressively increases (Donato, 1994). In this way, learners become more
autonomous and self-directing in their attitudes and approaches to their own learning
(Adair-Hauck & Donato, 1994; Rowsell & Libben, 1994), enabling teachers to devote
their time and effort to aspects of language learning not easily mediated by computers.
In an attempt to remedy the perceived inability of Chomsky's transformational
generative grammar (1965, 1981) to account fully for the influence of social and
cultural contexts on the semantic aspects of language, Halliday (1978, 1985b)
developed a systemic functional grammar, which emphasizes the way in which the
different systems interact in the whole context of language, including the social and
cultural features. This theory represented the introduction of a focus on the
sociocultural aspects of language, with emphasis on the way in which social and
cultural interaction shapes the realization of meaning.
A particularly strong influence over the last few years on our understanding of the
nature of language learning and the interrelationship between language and learning
has come from the recognition of the similarities between the theories of Halliday and
Vygotsky. While Halliday, as a linguist, has produced a detailed grammar that
incorporates an acknowledgement of the integral part that social interaction plays in
language, Vygotsky’s contributions have been greater in the area of the role of
language processing in the development of higher mental processes. However, both
scholars are interested in the development of language as human beings grow and
develop as social beings. In addition, they both subscribe to the notion that "language
is a human invention" (Wells, 1994), and both believe that there is a symbiotic
relationship between language and culture, and that language is intimately involved in
the development of the intellect.
Donato (1994) uses the concept of the ZPD to expand the potential of interaction from
the conduit metaphor of a message in communication to include and emphasize
collaborative meaning making. For Donato, this metaphor for a communicative event
as merely "the successful sending and receiving of linguistic tokens…masks
fundamentally important mechanisms of L2 [second language] development" such
that "in the end, the social context is impoverished and undervalued as an arena for
truly collaborative L2 acquisition" (p. 34). Donato proposes the metaphor of
scaffolding as an alternative to that of the conduit, to exemplify the role of the ZPD in
language development. The metaphor of scaffolding is used to support the principle
that
The concept of the ZPD thus represents a useful metaphor for describing the kinds of
interactions and posited outcomes that a successful CELL software package should
engender.
Central to the development of a CELL model that allocates more control to the
learners is an understanding of what is meant by learner-centeredness. Over the last
quarter-century, the predominant factors effecting changes in approach and
methodology have been the following:
The focus on learners’ needs has become central to the philosophy of learner-
centeredness, as has the principle of developing learners’ understanding of their own
language learning styles and processes (Brindley, 1984; Nunan, 1988; Wenden, 1991;
Willing, 1985). As part of these processes, learners need to be able to select which
texts may be appropriate for their specific needs. In the contexts of distance
educationand flexible delivery, this can be facilitated through a multimedia database
which uses classifications such as register, participants, and language function
(Hoven, 1997b; Lian & Lian, 1997).
In a CELL environment, learners can be introduced to taking control over their own
learning by providing them with exposure to awareness-raising activities across all
parts of their language learning program, including the CELL software. In the initial
stages, highly structured (teacher-centered) materials need to be available to cater to
the needs of those learners with a strong dependence on teacher direction. However,
to cater to differentially rapid development in the direction of autonomy, it is also
necessary to provide the means whereby learners can take more control if they feel
capable of doing so. This can be achieved by writing into the design of a CELL
software package several levels of entry or several modes of interaction based on
varying levels of learner control.
In the context of CELL, there is also room to raise the question of whether
characteristics of the computer software, help, and feedback mechanisms may be
classified as interlocutor characteristics when there is a level of interactivity between
learners and these functions. While such questions lie outside the scope of this article,
studies in the field of human-computer interface (Reeves & Nass, 1996), have begun
to deal with some aspects of this question.
There have so far been no studies in the CALL area dealing specifically with the
characteristics of interlocutors in human-computer interactions, though
researchers such as Dickson (1985) and Meskill (1992) have begun to investigate
which aspects of software and what kinds of computer-learner groupings lead to
more communicative interaction. In addition, Chapelle (1994), working within
the understanding of genre developed by Halliday and Hasan (1989) and Swales
(1990), suggests that the effective use and study of CALL hinges on the analysis
of CALL activities in terms of three levels of difference: text, genre, and context.
According to Chapelle, the computer is both one of the participants in the co-
creation of a text, and a mediator in the learning experience (p. 38).
For Chapelle, the computer clearly has a role to play as an interactor in a language
learning context. However, as stressed by Jonassen (1992), computer technology does
not of itself take this role. Pedersen (1987, p. 100) also finds that "recent CALL
research…suggests that the design of computer software to cause adjustments in
cognitive processing, not the medium used to deliver instruction, stands the best
chance of affecting learning outcomes." Technology is only the vehicle for the
pedagogy embodied in the software, and thus the rationale behind the design of the
software is what allows the computer to perform in this interactive role. More
specifically, the features of the computer that allow it to be used as a mediator of
learning are the instructional design of the learning activities, the content of the
learning material, the design of the interface, and the various help and feedback
facilities. This mediator role includes that of mentor in the learner’s learning
progression through the Zone of Proximal Development.
Within this environment, the content of the software must incorporate what we know
about effective listening and viewing comprehension from a theoretical perspective,
and relate this to sociocultural principles. In addition, individual differences in
learners, including learning styles and preferred learning modes, must be factored in,
to cater to the heterogeneity of learners. Finally, the instructional design of the
software, including the functional and navigational aspects, must be mapped onto
these components to produce a coherent model as illustrated in Figure 1 below.
METHODOLOGY
Sociocultural principles
1. mediation
2. goal-oriented learning
3. Zone of Proximal Development
4. community of practice
CONCLUSION
From the preceding discussion, it can be seen that it is difficult and probably
undesirable to attempt to determine the difficulty of a listening and viewing task in
any absolute terms. By considering the three aspects that affect the level of difficulty,
namely text, task, and context features, it is possible to identify those characteristics of
tasks that can be manipulated. Having identified the variable characteristics of tasks in
developing the model, it is necessary to look to the dynamic interaction among, tasks,
texts, and the computer-based environment.
Task design and text selection in this model also incorporate the identification and
consideration of context. Teachers can make provision for their influence on learner
perception of difficulty by providing texts and tasks that range across these levels, and
by ensuring that learners with lower language proficiency can ease themselves
gradually into the more contextually difficult tasks. This can be achieved by reducing
the level of difficulty of other parameters such as text or task difficulty, or by
minimizing other aspects of contextual difficulty. Thus, for example, learners of lower
proficiency who are exposed for the first time to a task based on a broadcast
announcement would be provided with appropriate visual support in the form of
graphics or video to reduce textual difficulty. The task type would also be kept to a
low level of cognitive demand (Hoven, 1991, 1997a, 1997b).
In a CELL environment, this identification of parameters of difficulty enables task
designers to develop and modify tasks on the basis of clear language pedagogy that is
both learner-centered and cognitively sound. Learners are provided with the necessary
information on text, task, and context to make informed choices, and are given
opportunities to implement their decisions. Teachers are therefore creating a CELL
environment that facilitates and encourages exploration of, and experimentation with,
the choices available. Within this model, learners are then able to adjust their own
learning paths through the texts and tasks, and can do this at their own pace and at
their individual points of readiness. In sociocultural terms, the model provides
learners with a guiding framework or community of practice within which to develop
through their individual Zones of Proximal Development. The model provides them
with the tools to mediate meaning in the form of software incorporating information,
feedback, and appropriate help systems.
By taking account of learners’ needs and making provision for learner choice in this
way, one of the major advantages of using computers in language learning -- their
capacity to allow learners to work at their own pace and in their own time -- can be
more fully exploited. It then becomes our task as researchers to evaluate, with
learners’ assistance, the effectiveness of environments such as these in improving the
their listening and viewing comprehension as well as their approaches to learning in
these environments.
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