Abstract

This chapter discusses the use of Language Technology (LT) (e.g. spelling and grammar checkers) in tools for Computer Assisted Language Learning (CALL). It provides brief introductions to Computer Aided Language Learning and LT, and provides a framework for designing "tool"-based systems, and argues that these tools should be used in a communicative setting while simultaneously training linguistic forms. There is a perennial discussion on the importance or non-importance of grammar in the language curriculum. The discussion is one of the most critical in the research field of second language acquisition (SLA). Focus on form (FonF) incorporates grammar, while keeping communication on the learners' agenda. The chapter argues for using LT in CALL, and that problems perhaps stem from a focus on single-user tutor-systems and leaning too heavily on either grammatical forms or on communication.

In: Writing and Digital Media
We live in a time of educational transformations towards more 21st century pedagogies and learning. In the digital age children and young people need to learn critical thinking, creativity and innovation and the ability to solve complex problems and challenges. Traditional pedagogies are in crisis and many pupils experience school as both boring and irrelevant. As a response educators and researchers need to engage in transforming education through the invention of new designs in and for learning. This book explores how games can provide new ideas and new designs for future education. Computer games have become hugely popular and engaging, but as is apparent in this book, games are not magical solutions to making education more engaging, fun and relevant.

Games and Education explores new designs in and for learning and offer inspiration to teachers, technologists and researchers interested in changing educational practices. Based on contributions from Scandinavian researchers, the book highlights participatory approaches to research and practice by providing more realistic experiences and models of how games can facilitate learning in school.
In: Games and Education: Designs in and for Learning
In: Games and Education: Designs in and for Learning