Evaluation of a Web-based Language
Learning Environment
Steve Cushion & Dominique Hémard
London Guildhall University
The CALL Project at LGU
Design Brief: Develop a Web-based, hypertext
environment accommodating:
- interactive grammar exercises
- an authoring tool for easy inputting of language learning material
Main Characteristics
- Expertise: Java programming & User Interface Design
- Context of Use: curriculum-based, formal classroom teaching &
open access
- Users: Language students & language staff (at LGU initially)
- User Interaction: directed & exploratory navigation (sequential
& relational links)
High Level Design Objectives to be
Evaluated
Students:
- Usability & attractiveness of interface
- Applicability (utility)
- Accessibility
Teachers:
- Facilitate & help generate input of new language material by
teachers with little ICT experience
- Help teachers to conceptualize a structural model (Home page)
within which to produce a complete package of exercises.
Evaluation: Methodology
Emphasis on qualitative data gathering
Formative evaluation:
- Expert reviews / discussions
Summative
evaluation:
- Questionnaires
- Workshops
- User walkthroughs in laboratory conditions
Expert Reviews
- Identification: cross-departmental expertise in language teaching,
multimedia, Java programming.
- Formal and informal discussion on aspects of interface, content
& planned interaction.
- Recommendations: technical reports identifying problems &
suggesting solutions.
Questionnaires
- Student profile (ICT
experience & confidence)
- CALL exposure & access
- Usability, appropriateness, appeal of interface
- Comments on functionality and usefulness
User Walkthroughs
Appropriateness of method:
- Focus on learnability and usability of a system.
- Good for obtaining qualitative data related to the interface,
interaction and exploratory learning.
- Good for collaborative work with staff and students
Aims of the User Walkthrough
- To consider the design of the interface: Is it
clear, uncluttered, consistent, unambiguous, appealing, intuitive, and robust? Does the
way it looks adapted to match your expectations?
- To consider the user interaction: Is it easy to
use? Do you know what to do? Are the instructions explicit enough? Do you understand the
structure of the designed environment? Can you navigate through it without getting
disoriented? Can you access the program easily? Do you have control over the interaction
or not? Is the interaction meaningful?
- To consider the functionality: Are available
functions appropriate for the tasks to be carried? Are the navigational commands clear
enough? Are the links easy to use? Is there feedback on actions taken? Is the feedback for
given tasks appropriate?
- To consider the multimedia impact: Does it
correspond to your idea of what a multimedia interface should look like? Is the multimedia
presentation appropriate and useful? Does it provide additional information stimulating
the interaction and the learning process?
- To consider the language learning experience: Are
the learning objectives clear enough? Should grammar be contextualized? Do you see the
role of the computer as a support? A convenient tool? A tutor which should instruct and
assess? Is the material provided appropriate for self-access? Distance learning? Is the
language learning environment authentic enough? Is the language immersion satisfactory?
- To further debug the program (if appropriate): Spot
and identify errors, faulty links, typos, etc.
Examples of Qualitative data from
User Walkthroughs
Interface
design:
- Students were positive about the design: simple
and recognisable
But:
- Critical about the display of feedback: would
have liked more systematic scoring and display of answers.
- Critical about the display of the interactive space:
would have liked length and difficulty of exercises better displayed.
Interaction:
- Overall, the interaction was linear and exercise-based.
- Inexperienced students adopted a structural model and only partly
explored the space.
- Experienced students adopted a more task-based, cognitive approach
and made fuller use of the interactive space.
Functionality:
The students liked:
- The navigational commands.
- The checking device.
But would have liked:
- A more flexible and customisable feedback mechanism (greater tutoring element).
- More systematic control over available functions
Multimedia:
- The students liked the sound facility, but would have liked greater
control over it.
- Inexperienced students never explored the supplementary
content-based material.
- Experienced students looked at the supplementary content-based
material but their interaction remained passive.
Language
learning experience:
- Interaction: conditioned by learning context.
- Learning pathways: student-controlled.
- Role of computer: support mechanism.
- Added value: recognition & facilitation.
- Learning experience: sustained linguistic student / student
interaction.
Main Design Issues
- Tasks: finite and
manageable entities with greater use of sound.
- Interaction: greater
multimedia links and student control.
- Support: systematic
feedback and scoring.
- Usability: clearer
instructions with access to glossary
Lessons?
- Increase scope, range of interaction and multimedia potential of
authoring tool with sound facility.
- Further enhance the links between language and related content
within the interactive space (grammar, multilingual links etc.).
- Further develop integration of CALL material into language
curricula.