Novitas-ROYAL, 2009, Vol.: 3(1), 60-74[i].
LEARNING AND TEACHING LANGUAGES ONLINE:
A CONSTRUCTIVIST APPROACH
Abstract:
The recent advances in technology have necessitated first new approaches
and then new methodologies in the area of foreign language learning and
thoroughly teaching. The Internet and the virtual learning environments have
diversified the opportunities for school teachers, instructional designers as
well as learners by varying and broadening the alternatives for learning and
teaching of languages. Employing tools and applications, other than classroom
and course books, in the learning of foreign languages requires reconsidering
the pedagogy, methodology, applications, teacher roles, interaction types, and
teaching environment itself. And also multiple selections of channels, through
which the teaching materials can be implemented mandate the revision of
traditional one way communication between the teachers and the learners. An
acknowledgement is brought about by the constructivist approach with its
assumptions about learning and knowledge, multiple perspectives and modes of
learning and the complexity of learning environments. Constructivist approach
is promising at promoting learners language and communicative skills as well
as at fostering their autonomy, social and interactive skills contributing to
their development into more confident, pro-active and responsible individuals
by supporting incentives on diverse media in language learning and teaching.
Key words: Constructivism, Foreign Language Learning,
Distance Education, E-Learning, Videoconferencing
Özet: Teknolojideki son
gelişmeler, yabancı dil öğrenimi ve öğretiminde öncelikle
yeni yaklaşımları ve sonrasında da yeni yöntemleri gerekli
kılmaktadır. Internet ve sanal öğrenme ortamları,
öğretmenler, eğitim tasarımcıları ve öğrenciler
için yabancı dil öğrenme ve öğretme seçeneklerini
çeşitlendirip genişleterek fırsatları değiştirmektedir.
Sınıf ve ders kitapları gibi eğitim araçlarından
farklı araç ve uygulamalar kullanmak, eğitimin, yöntemlerin,
uygulamaların, öğretmenin görevlerinin, etkileşim
şekillerinin ve eğitim ortamının kendisinin
sorgulanmasını gerektirmektedir. Eğitim araç gereçlerinin
uygulanması için seçilen çokluklu kanallarını öğretmen ve
öğrenci arasındaki tek yönlü iletişimin de gözden geçirilmesini
gerektirir. Bu sorgulamalara bir karşılık, öğrenme ve
bilgi, çoklu görüşler, öğrenme şartları ve öğrenme
ortamlarının karmaşıklığı ile ilgili
ilkeleri ile oluşturmacı yaklaşım tarafından
gelmektedir. Oluşturmacı yaklaşım ayrıca dil
öğretiminde çeşitli araçların kullanımını
özendirerek öğrenenlerin dil ve iletişim becerilerini
desteklemesinde, özerkliğini beslenmesinde, öğrenenlerin toplumsal ve
etkileşimsel becerilerine katkıda bulunarak onların daha özgüvenli,
proaktif ve sorumluluk sahibi bireyler olmasında da ümit vericidir.
Anahtar Sözcükler:
Oluşturmacılık, Yabancı Dil
Öğretimi, Uzaktan Eğitim, E-Öğrenme, Videokonferans
1. Introduction
To Driscoll (2000), Constructivism has multiple roots in the psychology
and philosophy, among which are cognitive and developmental perspectives of
Piaget, the interaction and cultural emphases of Vygotsky and Bruner, the
contextual nature of learning, the active learning of Dewey, the
epistemological discussions of von Glasersfeld, postmodernist views, and the
paradigm and scientific revolutions of Thomas Kuhn (p. 375). Constructivist
assumptions about learning could be summarized as knowledge is actively
constructed by learners as they are trying to make sense of their experiences,
learners form, elaborate and test candidate mental structures until a
satisfactory one emerges (Perkins, 1991, p.20), particularly conflicting
experiences will cause perturbation in the new structures, so that they can be
restructured and constructed anew to make sense of the new information (Piaget,
1973; Bruner, 1966; Vygotsky, 1978). That is, knowledge is not representing or
corresponding to the external reality, but is viable (von Glasersfeld, 1996).
To Vygotsky (1978), learning is a social negotiation of meaning.
Jean Piagets view is constructivist, because he firmly believed that
knowledge acquisition is a process of continuous self-construction. That is,
knowledge is not out there, external to the child and waiting to be discovered.
Instead, knowledge is invented and reinvented as the child develops and
interacts with the surrounding world. Accordingly, children actively approach
their environments and acquire knowledge through their actions. Children go
through stages and processes of development. These processes, assimilation,
accommodation and equilibration, are critical to development and to advancing
between stages. Children assimilate the newly perceived objects and events
according to their existing schemes. Then they need to modify their existing
schemes according to the new experience, this is called accommodation. Finally,
the state of disequilibrium and contradiction arising between the existing
schemes and the more sophisticated mode of thought adopted by the new experience
has to be resolved via equilibrium process. Language is also central in
Piagets theory of development and learning. Children make sense of their
environment via language and as they advance through stages and processes
language acquisition plays an important role (Piaget, 1973).
Much like Piaget, Bruner, defining discovery as all forms of obtaining
knowledge for oneself by the use of ones own mind, proposes that a true act of
discovery is not accidental. It involves an expectation of finding regularities
and relationships in the environment. With this expectation, children devise
strategies for searching and finding out what the regularities and
relationships are. The character of this searching and finding is an attitude
of constructing. The mental contrasts and contradictions that the children come
across during the act of discovery create urge for restructuring of their
previous knowledge about their environment. According to Bruner (in Driscoll
2000, p. 375) children, as they grow, must acquire the ways of representing
the recurrent regularities in their environment. He posited that humans
respond to their environment through conventionalized imagery and perception,
and through language and reason. These representations are enactive, iconic and
symbolic. Bruner also believed that the process of discovery is an exercise of
problem solving that contributes remarkably into the intellectual development
(Bruner, 1966).
Vygotsky postulated that the concepts of development and learning of the
individuals could not be understood without reference to the social and
cultural context in which these concepts are embedded. Development is the
conversion of social relations into mental functions. Individuals actively
modify the situations as part of the process of responding to it, this is
called mediation. The mediation is linking the social to the mental through a
tool or sign. Language serves as a sign and tool in the internalization process
of the outer social environment into the inner mental world. Also the
interaction between individuals in the process of development and learning
serves as a social space for the occurrence of a gap between developmental
level determined by independent problem solving and the potential development
determined by problem solving under adult scaffolding, guidance or in
collaboration with more capable peers. This is called Zone of Proximal
Development (ZPD). To Vygotsky, learning is a socio-cultural construction and
meaning negotiation achieved through language; language has a particular role
in learning and development, by acquiring a language, the child gains the means
to think in new ways and a new cognitive tool for making sense of the
world. Language is used by children as
an additional device in solving problems, to overcome impulsive action, to plan
a solution before trying it out and to control their own. They use the language
to obtain the help of others and to solve problems (Vygotsky, 1978).
According to Dewey knowing is not a process of registration or representation,
but a process of intervention; knowledge does not point to an external,
independent and objective reality, but is always involved in the action.
Knowing consists of operations that turn the experienced reality into a form of
relationships that can be used in the future actions. Social interaction drives
all involved participants to pay attention to the contribution made by the
other participants. To be able to continue the social interaction, participants
have to observe and comply with the objects and inferences which others
construct. Dewey defined reflection as a proactive, ongoing examination of
beliefs and practices, their origins, and their impacts during interaction.
Therefore, he favours learning by doing (Dewey, 1966).
Kuhn (1970) demonstrated how intellect of the world progressed through
revolutionary paradigm shifts that influenced how the individuals experience
the world. Suffice to say, people construct their understanding about the world
through constant restructuring of their thoughts, they also perceive the world
through their experiences, through the interface of their senses and their
self-constructed meanings of those senses.
According to von Glasersfeld constructivism posits that humans interpret
the world in ways that cohere with reality. Coming to know is a process of
dynamic adaptation towards viable interpretations of experience. The knower
does not necessarily construct knowledge of a "real" world. von
Glasersfeld has particularly focused on individual self-regulation and the
building of conceptual structures through reflection and abstraction (von
Glasersfeld, 1996). According to Fosnot (1996), in terms of constructivism,
knowledge is temporary, developmental, non-objective, internally constructed,
socially and culturally mediated; and constructivist learning is a process in
which the learner solves conflicts which arise between old and new knowledge
with help from culturally created tools and in cooperation with others (p. ix).
2. Constructivist Learning
Regarding the constructivist learning Driscoll (2000, p. 378) summarizes
Umberto Ecos rhizome metaphor: The rhizome models the unlimited potential
for knowledge construction, because it has no fixed points and no particular
organization. Eco also spoke of a jar full of marbles, which, when shaken, will
produce a new configuration and a new set of connections among marbles.
Cunningham (1992) states that the rhizome concept alerts us to the constructed
nature of our environmental understanding and the possibilities of different
meaning, different truths, and different worlds (p. 171).
Constructivist theory poses that knowledge is a web of relationships
and is constructed actively by learners as they attempt to make sense of their
experiences and environments. Therefore, learners are not empty cans to be
filled with knowledge, but dynamic organisms seeking meaning. Perkins (1991) states that regardless of
what is being learned, constructive processes operate and learners form, elaborate,
and test candidate mental structures until a satisfactory one emerges.
Moreover, new, particularly conflicting experiences will cause perturbations in
these structures, so that they must be constructed anew in order to make sense
of the new information (p.20). Piaget,
Bruner and Vygotsky referred to the similar process as schema accommodation and
restructuring.
Constructivist approach acknowledges learning in context (Duffy and
Jonassen, 1991, p.8) and learning of knowledge could only be achieved through
meaningful activity, learning is a continuous, life-long process resulting from
acting in situations (Brown, 1989, p.33). Learners should identify, pursue and
reflect on their own learning goals while solving the genuine problems in the
world. That is, learners are to be self aware and autonomous. In this respect,
the necessary constructivist conditions for learning (in Driscoll, 2000, pp.
382-3 and elsewhere) are summarized as follows:
1. Embedded learning in
complex, realistic and relevant environments (Duffy & Jonassen, 1991; Cunningham,
1991; Honebein, 1996).
2. Provide for social
negotiation (cooperative and socio-moral atmosphere) as an integral part of
learning (Piaget, 1973; Vygotsky, 1978; Bruner, 1966; De Vries, 2002).
3. Support multiple
perspectives and the use of multiple modes of representation (Duffy and
Cunningham, 1996; Honebein, 1996).
4. Encourage ownership in
learning (Duffy and Cunningham, 1996; Honebein, 1996).
5. Provide adequate time for
learners investigation and in-depth engagement (De Vries, 2002).
6. Nurture self awareness of
the knowledge construction process (Jonassen, 2003; Duffy and Cunningham,
1996).
Problems and experiences in real life are complex and relevant; one
cannot escape multiple attractors while trying to solve these problems. For
this, school education must reflect the complexity of life. In Deweys words
(1966); education is not simply transmission of knowledge, but, in its
broadest sense, is the means of this social continuity of life The complexity
of learning environment could be provided via tools and content to be learnt.
Perkins (1991) proposes construction kits and phenomenaria which could be
either way digital or realia, and could enable learners to assemble toys, as
well as abstract entities, such as commands in a program language, creatures in
a simulated ecology, Legos, and language learning softwares. Wilson (1996)
exemplifies phenomenaria like SimCity and SimEarth which enable learners to
observe various phenomena and to manipulate concepts and assumptions. These are
games where language learners could both create all aspects of a real city and
manipulate among the relationships of language, city parts and construction.
Sims is another version of phenomenaria in which virtual avatars (animated
individuals) could build their own houses, buy their furniture, apply for jobs,
shop for food, socialize with neighbors, go downtown for a drink and etc. While
these games reflect the complex and interconnected aspects of life they also
reflect the vocabulary, contexts, discourses and necessary linguistic and
pragmatic aspects of language. Second Life and Active Worlds provide
another example of virtual environment in which learners are allowed to create
their own avatar and interact and communicate with other real people via these
avatars. As in Sims, learners are granted a virtual second life representing
real life complex structures and relevant domain based language experience on
islands, bars, restaurants, schools, shops exchanging real life money. They
allow virtual environment and space for educational purposes such as The
Active World Education Universe (AWEDU) as well. Jonassen (2003) offers an
instructional design model for developing instructions to teach problem-solving
in both well-structured and ill-structured domains like medical schools and
geography. He proposes contextual analysis to be favored in instruction of
relevant and complex problems in real life. This idea could be worked out for
the purposes of language learning and teaching. Construction kits on the other
hand are similar to phenomenaria except they are less tied to natural
phenomena. Construction kits are packaged collections of content components for
assembly and manipulation. They may have no clear counterpart in the
"real" world. Examples include Legos, learning logs,
math-manipulation software such as the Geometric Supposer, or authoring tools
such as HyperStudio (Wilson, 1995).
Bruner (1986) asserts that learning in most settings is a communal
activity, a sharing of the culture (p.127). So to say, collaboration is an
important notion in constructivist learning environments. Collaboration
representing and providing the social aspect of learning enables learner to
develop their own plans and understandings through joint effort and have the
opportunity to come to new understanding through the give-and-take of
interaction, argument and discussion (Vygotsky, 1978; Watson and others, 1999,
p. 142).
In constructivist field, collaboration enables insights and solutions to
arise synergistically (Brown, 1989). Collaboration also provides means for
learners to understand and learn point of view other than their own. In this
aspect, collaboration has the potential to transform all the interactants
involved in the interaction. Cooperative learning in constructivist approach
facilitates the socio-moral atmosphere of the learning environment by
explicitly or implicitly referring to values, consideration, fairness, respect
to others, helpfulness, personal responsibility governing the whole classwork
and interaction (Watson and others, 1999p.142). To Edelson (1996 in Driscoll
2000), advances in technology starting
with the personal computer have assisted in broadening the form that
collaboration takes to include not just discussion but sharing of artifacts and
cooperative work across time and distance. Moreover, the potential is there for
technology to play a revolutionary role in supporting new forms of learning
conversations in educational settings. For example, not only groupwork
activities in classrooms, but Internet, software and websites that enable
chatting, forums and blogging, and web projects as well create opportunities
for social negotiation and interactional learning.
According to constructivist approach like complexity, diversity is one
of the characteristics of life which is to be reflected into the constructivist
learning environments. General principles and single models do not always apply
to all situations and cases in life. People differ in their social backgrounds
thus their perceptions about the matters they encounter may be multiple.
Multiple perspectives is widely accepted among constructivists (Duffy and
Cunningham, 1996; Honebein, 1996). Negotiation among learners represents the
diversity of perspectives and opinions about issues. According to Spiro (in
Driscoll 2000, p. 380) revisiting the same material, at different times, in
rearranged contexts, for different purposes, and from different conceptual
perspectives is essential for attaining the goals of advanced knowledge
acquisition. He also proposed that hypermedia provides an excellent tool for
achieving this. A rich and flexible knowledge base can be built that enables
learners to systematically explore multiple models and multiple
interpretations. To constructivists, hypermedia and the emerging technologies
can be effectively used to encourage learners to think about ideas, theories,
literary works, or whatever, from variety of perspectives (Cunningham, 1992).
Viewing the same learning content via different sensory modes (such as visual,
auditory, or tactile) enables different aspects of it to be seen. As a
instructional strategy, multiple modes of representation receive support from
cognitivist views as well as biological and pedagogic theories (Driscoll,
2000).
Constructivist theory holds the view that learners actively construct
meaning for themselves in the process of learning. This necessitates their
ownership in learning and posits that they need to take responsibility in their
learning. However, learners need to be taught to develop autonomy besides
content. They have to be given opportunity to select and negotiate the content,
and work autonomously on it. For this, from the beginning, learners need to be
asked to reflect on the content, investigate the topics relevant to their
interests; and teachers should imply that they are there to coach and are ready
to share and question their authority and resources. Honebein (in Wilson, 1996)
asserts that learners might have difficulty in navigating a learning
environment or try not to so on their own accord is that such environments have
typically been decontextualized, however, tasks that are thought to be
difficult when attempted in a decontextualized environment become intuitive
when situated in a larger framework, that is, a more authentic context (p.
12). Learners need time to be able to analyze the context in all its
perspectives. Teachers should allow for thinking time before and during the
activities.
Cunningham (in Driscoll, 2000) defines self reflexivity as the ability
of learners to be aware of their own role in the knowledge construction
process. To this definition Driscoll (2000) adds that with this awareness
comes the ability to invent and explore new structures or new interpretive
contexts, and when the learners come to realize how a particular set of
assumptions or worldview shapes their knowledge, they are free to explore what
may result from an alternate set of assumptions or a different worldview (p.
390).
3. Constructivist Approach in Online Learning and Teaching
From the constructivist principles above, it is so obvious that the
achievement of these conditions for learning in the classroom and by course
books only would not be possible. For this teachers and instructional designers
need to liberate the learners from the restricting walls and pages. Freeing,
especially, the language learners from rigid and restrictive rules of grammar
and classrooms is even more important.
Employing technologies like the Internet, websites and the virtual
learning environments, creating 'microworlds' and 'hypermedia' designs for
learning, applying collaborative learning, problem-based learning and
goal-based scenarios, making Open Software and Course Management Tools, like
Moodle and BlackBoard, accessible to learners, and using distance learning
applications like computer-conferencing and videoconferencing could serve to
implement the multiple constructivist conditions for learning, which in return
has the potential of upheavals in the online teaching and learning of foreign languages
and other subject matters (Driscoll, 2000; Duffy and Jonassen, 1992; Schank,
1994; Lebow, 1993; Can, 2006).
3.1. Microworlds and Hypertext
Papert (1981) defines microworlds as small but complete subsets of real
environments that promote discovery and exploration, they have two essential
characteristics, one is they embody the simplest working model of a domain or
system, and the second is that they offer a point of entry that matches the
learners cognitive state (p. 204). Papert applied these arguments to the use
of the programming language LOGO, he claims that LOGO provides a culture which
helps to make abstract concepts simple and concrete so that the child can
relate them to his or her existing knowledge and fit them into his or her
knowledge structure. One metaphor Papert uses is the way children learn to
talk. This process happens without any formal organised learning and is
encouraged by the environment. Papert used this analogy in describing
´Mathland´ a context which is to learn Maths like living in France is learning
French. This application could be beneficial in foreign language learning and
teaching as well. Online games and virtual microworlds like Sims and Second
Life could be employed to enrich the language learning experience and provide
space for constructivist conditions mentioned earlier. Hypermedia designs like
PCs, DVDs and other digital devices could easily be compiled and put into use
to prosper the classrooms. They also allow for networking, thus sharing and
collaboration is possible. In these designs, vast body of information about
matters of interest like personal data, definitions, descriptions, photographs,
videos and graphic designs, interviews and other samples of research could be
presented.
Using hypertext allows the learners to navigate through the materials.
Via hypertext information chunks can be constructed and interlinked to
stimulate and simulate the learning process and knowledge, links could be
created to external information and learners own texts could be published and
shared in real life. Another constructivist aspect in hypertext is that
pictures, sounds and other multimedia can be incorporated, which could benefit
learners and language learners by creating a learning environment and setting
in constructivist perspective. Accumulation of these hypertexts creates microworlds and hypermedia which provide
access to rich information especially if they are implemented alongside the
Web. Lowry & Wilson (2000) exemplify World Lecture Hall a website which
presents examples of the Web being used for learning-courses, activities, etc.
and serves as a mini-browsing environment with some quality screening, but lots
of room to explore. Regarding the Internet online hypermedia they also think
that the point is that information of all kinds can be placed on the Web and
made available for convenient access, bookmarking, and use. A sites value lies
partly in the design of the information presented, but remains largely in the
hands of the users. If a resource is accessed by a person skilled at
self-directed learning, with clear learning goals, then the resource will
likely be an effective aid to
constructivist learning (http://ceo.cudenver.edu/~brent_wilson/WebLearning.html
accessed 3/3/2009). Lowry and Wilson gather a number of metaphors to describe
the Web: information highway, digital library, cyberspace, global village. All
of these are compatible with learners constructing meaning through self-directed
inquiry, guided activity, or community-based co-participation. Wikipedia and
other specialized, topic based wikis can also be both used and even created by
learners. These allow for opportunities to implement asynchronic distance
learning and e-learning as well.
3.2. Bubble Dialogue
Driscoll (2000, p. 378-83) summarizes Bubble Dialogue, developed by
the Language Development and Hypermedia Group
in 1992, as an example of open software which can be used to promote
constructivist learning principles. In Bubble Dialogue, content is empty and
the software is like a shell ready to be filled by the learners. Learners adapt
these shells according to their intentions, and create conversations among
comic strip characters, including thoughts that would not be said out loud. In
this way, they have the opportunity to express personal views of the world, to
contemplate multiple perspectives in both public and private domains and to
accommodate their own thinking to contrary views. Another example is
Construe, open software found in course management tool. It is designed to
enable course instructors to mount Web-based courses with constructivist
principles. One example from the application is that an informational database
is presented in the form of online articles that can be searched easily by
author or keyword; while reading the articles learners can publish their own
ideas online as well. Therefore, they can bring in new resources into the
learning environment for their peers. A computer conferencing system is also
integrated so that learners can discuss their opinions throughout the semester;
thus, a public knowledge building community environment is being constructed by
the learners themselves (Driscoll, 2000). Bloggers are another Internet application
which could be implemented into the course. Blogs on various topics relating
learners interest can be written collaboratively or individually, they also
allow for construction and co-construction of various texts, which promotes
learner autonomy; and they can also serve as log books allowing learners to
reflect on their own learning and learning process.
3.3. Videoconferencing
According to Miller (in Can 2006) videoconferencing can be defined as
communication in which all parties can send-and-receive audio-and-video
to-and-from each other. All other types of electronic communication (including
typing, electronic drawing, the viewing and manipulating of websites, the
playing of pre-recorded video, etc.) can occur within, or concurrently with
videoconferencing. Videoconferencing is a form of interactive television. Burn
(2002) asserts that within the field of education, whilst videoconference
systems appear to provide the potential to reach a wider student audience,
offer greater flexibility, make use of scarce expertise and enhance
communication channels between remote groups of learners and their tutors, its
use within an educational context is still not well understood. Distance
learning applications like computer conferencing and videoconferencing for
language learning and teaching could be used by schools to enrich the classroom
experience by allowing for all types of electronic communication and media, by
connecting them to learning parks, museums, experts and even other schools
worldwide through television monitors and video cameras. Along with the
instructor on one end a facilitator could be employed on the other end. Thus, a
conventional classroom is enriched. The facilitator could act as a helper,
guide, example or interactor, communicative pair in activities. These aspects
of conferencing and videoconferencing could bring into language learning the
real life, real interlocutors and the target culture, which in return could
serve as a valuable resource for meaningful language input, real life and
simultaneous language practice, comprehensive output, pragmatic and discourse
awareness (Can, 2006).
These e-learning applications could serve for collaborative and problem
scaffolding as well. According to Male (1999, p. 267) these collaborative applications
which could also be termed as groupware are required to be learner and
problem oriented. Moreover, learner-centered software enables students to take
intellectual risks and communicate about the task with each other. Through
learner-centred software, a student:
is in charge of the goal or the means to reach the goal;
receives informational rather than judgmental (positive or negative)
feedback;
is encouraged to make
approximations as a part of problem solving (Male, 1999, p. 267).
Johnson, Johnson & Stanne (1986) (in Male, 1999, p. 268) found that
cooperative learning with computers promoted greater quantity and quality of
daily achievement and more successful problem-solving. Cooperative learning
resulted in higher performance on factual recognition, application, and problem
solving test items than did competitive or individualized learning with
computers. Driscoll (2000) asserts that another advantage of collaborative
Web-based technologies is that they can provide problem scaffolding in the form
of virtual access to knowledge experts and on-line support to make thinking
visible. In this way, learners can identify learning goals, conduct
investigations, keep track of their progress, think about their ideas and those
of others, and communicate to others within or outside the immediate learning
community. Collaborative online learning applications facilitate both
synchronic and asynchronic distance learning.
As another example of e-learning, online and computer based learning
environment Goal-based scenarios (GBS) are real-time simulations presenting
clear and concrete goals and missions to be achieved (e.g. designing a house, a
city, shopping for many things) and providing a task environment in which
learners learn and practice basic language or other target skills (Shank,
1994).
Jonassen (2003) presents Problem-based learning (PBL) as a
constructivist application. Problem-based learning necessitates that learners
work together to solve real problems while employing various resources and
technologies. In this process, learners work together to identify the problem,
assign tasks to be completed in order to achieve a solution, think critically
as they gather data and resources towards solution, find a solution, then
assess and reflect on the solutions (Jonassen, 2003). Webquests also help in
learners interaction with the content by posing problems and providing
different activities in the process of finding a solution. Lowry and Wilson
(2002) exemplify one such example for language learning, Guess Whos Coming to
Dinner: A French Revolutionary Dining Experience in which learners prepare to
assume identities of prominent French people like Rousseau and King Luis XVI
and get ready for dining language. These applications create an environment for
distance and e-learning.
The Internet, websites and virtual learning environments provide
autonomy, embedded learning in complex and relevant environments. Microworlds
and hypermedia, with their potential for authentic activities, assist in rich learner
centred learning environment and social negotiation. Goal-based, Problem-based
and collaborative learning prosper the task environments and skills, and
contribute into the implementation of variety of resources, technology,
solutions via multiple perspectives, multiple modes of representations and
reality, and helps in reflection on reasoning and ownership in learning. By
creating conversation and collaboration among students, Open Software and
Course Management Tools supply rich resources in construction and creation of
new knowledge, encourage ownership, autonomy and reflection in learning.
4. Constructivist Approach in Online Learning and Teaching of Languages
Reinfried (2000) summarizes the constructivist principles in foreign
language learning and teaching by comparing Wolff and Wendts views. According
to Reinfried constructivist language learning should be action oriented where
language is learned through collaboration, free creation is praised, and
learning is achieved by actively doing projects and self teaching.
Constructivist language learning should be learner centred that supports
individualization of learning and autonomy. Learner should develop awareness
not only for learning but for the language itself and for the intercultural aspect
as well. The last but not the least, constructivist language learning is to be
holistic with content oriented perspective, authentic and complex learning
environment. In this aspect, implementing online applications, using
instructional technologies and diverse media in the process of learning and
teaching languages are all advocated by constructivist approach.
The Education Committee of European Union have defined the language
learning and teaching experience in their comprehensive Common European
Framework of Reference for Languages (CEF) as process oriented, including
linguistic, sociolinguistic and pragmatic competence, skills and abilities for
learning. Promotion of plurilingualism has been of concern for the European
Union, for this the Education Committee has outlined some key concepts in
language learning and teaching. Among these are action oriented approach that
is encouraging active learning of the language learners, autonomy and self
awareness in learning, cognitive and social aspects of learning, using
instructional technologies and diverse media in the process of teaching and
learning languages, promotion of life-long learning (CEF, 2001). These concepts
are in line with the constructivist learning conditions mentioned above.
The implementation of computerized online applications, CALL
applications, the Internet, websites and the virtual learning environments
(i.e. LOGO, Second Life, interactive websites, chat-rooms, interactive games
like Sims and SimCity) in the context of language learning could benefit
learners with enriched resources and possibilities for language use, creation
and practice. Self study websites and CD ROMs have the potential to free the
learners from the rigid rules of grammar and classrooms, and taking learners away
from classrooms could assist in self awareness and autonomy by providing
opportunities for ownership in learning.
For Dudeney (2000), The Internet is a medium for teachers to find
authentic and infinite resource files of texts, visual stimuli, listening
materials, vocabulary, cultural information, video files, live TV and radios,
newspapers from around the world. The Internet also allows for contextualized
real time communication via voice-chat, chat, e-mails and forums. Browsing the
Internet creates various opportunities for learners to take control of their
own learning, especially in foreign language learning classes, learners can
benefit from the authentic content, vocabulary and various language practice
opportunities while filling forms for registration, searching for e-mail pals
and posting questions to experts, writing reviews for movies, books and etc. on
various blogs and websites, looking for perfect holiday places, sharing their
own views and learning about the views of others, preparing Web-based Projects
in collaboration, finding images relating the classroom topics; these in return
enable contextual practice and real time discourse instances to be mastered.
The Internet provides language learners with the opportunity to create their
own materials and share these with public in collaborative contexts as well as
real life, Scenario-based and Problem-based learning environments.
Creating Microworlds and Hypermedia designs for language learning where
collaborative learning (i.e. working in groups for creating a content website,
film making or preparing presentation on a specific language piece using
wikis), problem-based learning (i.e. solving real life communication and
interaction problems between people, creating focused wikis) and goal-based
scenarios (i.e. creating scripts for events and texts, writing for blogs) are
elaborated could construe a prosperous context for meaningful language input,
real life and simultaneous language practice, comprehensive output, pragmatic
and discourse awareness. This would boost the learning opportunities and
contexts as well as other skills necessary for language, technology and
knowledge creation. One such project for learning languages has been carried
out at Georgia Institute of Technology. A resource for using hypertext in
online language learning environments is the platform CoWeb (Collaborative
Web), which allows the learners to co-write texts and to make hyperlinks in
published texts to comment on these, but also to make hyperlinks in others
comments to comment on those. An example of how to use virtual environments as
part of language learning is online role play games (i.e. Sims) where the
learner chooses a character and socializes with other characters. These also
enable learners to construct their own virtual environments (i.e. AWEDU has
been mentioned) and characters via collaboration and negotiation in groups and
projects. At Georgia Institute of Technology project Villa Diodati is carried
out, where learners of literature represent and analyze their poems and novels
differently by constructing their virtual forms. The structure of the literary
text and the appearances of the characters are determined and different
costumes for visitors are created. These virtual environments also create opportunity
for context based language forms, which could facilitate creative and
autonomous language use.
Other e-learning applications that constructivist theory supports in
foreign language learning and teaching are, as Shih (2006) proposes PDAs and
Hyper Pens. Teachers share their course materials, videos and files, make
individualized tests and learners have the chance to practice via personal
PDAs. Hyper Pens allow learners to make practice, store and share content and
references. By creating digital content PDAs and Hyper Pens can assist in
authoring of the learners and teachers, in preparing presentations, interaction
with and evaluation of content, simulation-based learning, case-based teaching
and learning and learning by exploring and discovery.
Distance learning applications like computer conferencing and
videoconferencing for language learning and teaching could be used by schools
to enrich the classroom experience by connecting them to learning parks,
museums, experts and even other schools worldwide through television monitors
and video cameras. All other types of electronic communication (including
typing, electronic drawing, the viewing and manipulating of websites, the
playing of pre-recorded video, etc.) can occur within or concurrently with
videoconference. Along with the instructor on one end a facilitator could be
employed on the other end. Thus, a conventional classroom is enriched. The
facilitator could act as a helper, guide, example or interactor, communicative
pair in activities. These aspects of conferencing and videoconferencing could
bring into language learning the real life, real interlocutors and the target
culture, which in return could serve as a valuable resource for meaningful
language input, real life and simultaneous language practice, comprehensive
output, pragmatic and discourse awareness (Can, 2006, p. 447-52).
The Internet, websites and virtual learning environments provide
autonomy, embedded learning in complex and relevant environments. Microworlds
and hypermedia, with their potential for authentic language activities, assist
in rich learner centred learning environment and social negotiation in foreign
language learning area. Goal-based, Problem-based and collaborative learning
prosper the task environments and skills, and contribute into the
implementation of variety of resources, solutions via multiple perspectives,
multiple modes of representations and reality, and help in reflection on
reasoning and ownership in foreign language learning. By creating conversation
and collaboration among students, Open Software and Course Management Tools
supply rich resources in construction and creation of new knowledge, encourage
ownership, autonomy and reflection in foreign language learning.
6. Conclusion
In concordance with constructivist approach employing technologies like
the Internet which creates a new environment both for foreign language learning
and teaching will diversify the classroom and course books. Websites and the
virtual learning environments have the potential to transform the pedagogy and
methodologies for foreign language learning and teaching. Creating Microworlds
and Hypermedia designs for learning necessitates new approaches to learning
like collaborative learning, problem-based learning and goal-based scenarios.
Learners have the opportunity to work together and collaborate while learning
the language by creating their own designs and projects. In terms with
constructivism they are likely to learn for themselves while solving real life
problems and achieving goals in teams and groups like real micro societies.
Moreover, forming such societies out of classroom is acknowledged for the sake
of simulating the real life solutions to real life problems. Negotiation of
meaning could easily be achieved through this kind of collaborative and meaning
construction approach.
Making Open Software and Course Management Tools, like Moodle and
BlackBoard, accessible to learners could serve to implement the multiple
constructivist conditions for learning in the foreign language learning and
teaching. Learners would have more opportunities to contact all classroom
materials, activities and the instructor on and out of site; this in return
would enrich learner activity and learning opportunities. They would also serve
as synchronous and asynchronous learning environments, where learners could
create and learn together both during and out of class. In addition, using
distance learning applications like computer-conferencing and videoconferencing
could serve as brand new environments for communication, sharing and experience
in foreign language learning and teaching. Learners would have the opportunity
to come together from very different physical environments and enable them to
share diverse experiences and perspectives and cultures. This is in lines with
constructivist approach, which necessitates multiple experiences and
perspectives of the knowledge to be constructed during the classes.
According to constructivist approach and constructivist learning
principles, online learning and teaching of languages mentioned above could
also be promising at promoting learners language and communicative skills as
well as at fostering their autonomy. Learners would have more opportunity for
self study as well as collaboration. In asynchronous learning environments, for
instance, learners could contribute by having time for research and acquire the
necessary skills for further knowledge construction. The acquisition of these
social and interactive skills would contribute into their development into more
confident, pro-active, responsible and social individuals. This has also been
considered in CEF, the Common European Framework for Teaching and Learning of
Languages. (Driscoll, 2000; Duffy and Jonassen, 1992; Schank, 1994; Lebow,
1993; Can, 2006).
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