あなたの英语を改善するのに役立つ9つの素晴らしい小説

蜜桃app Languages
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読書は、 英語 言語スキルを向上させるのに役立つ最も楽しく効果的な方法の1つです。それはあなたがいくつかの素晴らしい物語を楽しんでいる間、あなたの語彙を増やし、あなたをさまざまな文の構造にさらすのを助けることができます。

電子書籍リーダーとタブレットは、単語がわからない場合は、単語をクリックしてその定義を読むことができるため、 英語 学習をさらに簡単にします。Kindleでは、デバイスに保存されている語彙ビルダー機能に学習した新しい単語を追加することもできます。他の人は、学習プロセスを強化するための優れた方法として、テキストを聞いたり読んだりすると同時に推奨しています。Kindleの音声用ウィスパーシンクはまさにこの目的のために設計されており、選択した本の音声が含まれているため、読みながらテキストを聞いてフォローできます。

あなたの英语を改善するのに役立つ9つの素晴らしい小説

以下に、ウィリアム? Gold?イングの「ハエの主」やジョージ?オーウェルの「動物農場」を含む9つの小説を明らかにし、 英語を向上させます。

1. Wind in the Willows –ケネス?グレアム

この古典的な物語は 英語 田園地帯で行われ、川のそばに住む動物の冒険を共有しています。グラハムの想像力豊かな物語との言語の単純な使用は、これを大人と子供にとって楽しい読み物にします。

2.ハエの主–ウィリアム? Goldイング

この本は現代の古典であり、世界中の学校で人気のある学習テキストです。少年のグループが無人島で孤立すると、彼らが作り出す社会は冷酷な行動に陥ります。 Goldは、まるで詩のように劇的で説明的な言葉を使っており、自分がシーンにいるような気分にさせます。

3.老人と海–アーネストヘミングウェイ

アーネストヘミングウェイは、明確でわかりやすい文体と短い文型でよく知られており、 英語 言語学习者に最適であり、多くの人が学校で読んでいます。これは、キューバの漁師と巨大なカジキを上陸させるための彼の戦いの勇敢な物語であり、著者としてのヘミングウェイの完璧な紹介です。

4.动物农场–ジョージオーウェル

この短い寓話的な小説は、動物の主人に反抗する物語であり、ソビエト連邦のスターリン時代の風刺です。オーウェルはシンプルな 英語 を使用して、「少ないほど多い」アプローチですべての読書レベルにアピールし、動物は短く明確な文章で話します。

5.モリーとの火曜日–ミッチアルボム

ミッチ?アルボムが元大学教授のモリー?シュワルツと再会したとき、彼は贵重な人生の教训を学び、モリーが人生の最后の数ヶ月で明らかにするすべての面白くて洞察に満ちた知恵を読者と共有します。より会话的な読み书きのスタイルを习得するのに最适な本です。声に出して読むのにも最适な本です。

6.ハイフィデリティ–ニックホーンビー

音楽爱好家にとって必読のこの现代の物语は、カジュアルな言语スタイルを使用しています。ロンドン北部に住む失恋したレコード店のオーナーである主人公ロブの视点から书かれています。それは本当に物语を动かし続けるキャラクター间の短くて面白い会话で速いペースの感触を持っています。

7.ギバー–ロイス?ローリー

ローリーは、短い文章と简単な文法を使用して、最初から注目を集めるストーリーを作成します。それはジョナスと呼ばれる少年と彼のコミュニティについてです–自由、个性、选択が存在しません。

8.ファンタスティックミスターフォックス–ロアルドダール

ロアルド?ダールは最も偉大な児童文学作家の一人であり、大人にも非常に人気があります。子供向けの本から始めることは、 英語 小説を読み始めるための優れた方法です。

9.夜の犬の奇妙な事件–マーク?ハドン

これは自闭症の少年、クリストファーの冒険についての物语です。彼は隣人の犬の杀害を発见したとき、それを调査することにしました。クリストファーの视点から语られているように、彼が见るすべてのものに対する彼の事実の説明は明确で理解しやすく、あなたを兴味をそそる旅に连れて行ってくれます。

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    5 myths about online language learning

    投稿者
    所要时间: 3 minutes

    Technology has radically changed the way people are able to access information and learn. As a result, there are a great number of tools to facilitate online language learning – an area that’s been the subject of many myths. Here we highlight (and debunk) some of the bigger ones…

    Myth #1: You will learn more quickly

    Although online learning tools are designed to provide ways to teach and support the learner, they won’t provide you with a shortcut to proficiency or bypass any of the key stages of learning.?Although you may well be absorbing lots of vocabulary and grammar rules while studying in isolation, this isn’t a replacement for an environment in which you can immerse yourself in the language with English speakers. Such settings help you improve your speaking and listening skills and increase precision, because the key is to find opportunities to practise both – widening your use of the language rather than simply building up your knowledge of it.

    Myth #2: It replaces learning in the classroom

    With big data and AI increasingly providing a more accurate idea of their level, as well as a quantifiable idea of how much they need to learn to advance to the next level of proficiency, classroom learning is vital for supplementing classroom learning. And with the Global Scale of English providing an accurate measurement of progress, students can personalise their learning and decide how they’re going to divide their time between classroom learning and private study.

    Myth #3: It can’t be incorporated into classroom learning

    There are a huge number of ways that students and teachers can use the Internet in the classroom. Meanwhile, 蜜桃app’s online courses and apps have a positive, measurable impact on your learning outcomes.

    Myth #4:?You can't learn in the workplace

    Online language learning is ideally suited to the workplace and we must create the need to use the language and opportunities to practise it. A job offers one of the most effective learning environments: where communication is key and you’re frequently exposed to specialized vocabulary. Online language learning tools can flexibly support your busy schedule.

    Myth #5: Online language learning is impersonal and isolating

    A common misconception is that online language learning is a solitary journey, lacking the personal connection and support found in traditional classrooms. In reality, today’s digital platforms are designed to foster community and real interaction. With features like live virtual classrooms, discussion forums and instant feedback, learners can connect with peers and educators around the world, building skills together.

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    My lifelong learning journey: Why learning English never stops

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    My journey with English began in the unlikeliest of places: a mining camp in southern Peru. As a child, I was fascinated by American culture – the movies, the music, the seemingly limitless world that English opened up. For me, the language was a gateway leading to a deeper understanding and feeling of belonging, making me part of their culture.

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    Is game-based learning technology a waste of time?

    投稿者
    所要时间: 4 minutes

    We feel that game-based learning (GBL) is a waste of time… if not properly understood. Even then, one could argue that "wasting time" is a vital part of learning and perhaps we need to stop insisting that every second counts.

    Game-based learning vs. Gamification: Understanding the difference

    Let’s begin by first addressing the term "game-based learning" and how it compares to its doppelg?nger, gamification. Gamification is the application of game mechanics and dynamics to non-game contexts to solve problems, engage users and promote desired behaviours. For example, rewarding acheivements with points, awards or badges for achievement, levelling up, using avatars, quests and collaboration are all gamification features, which elevate games above the mundane activities of normal life.

    The principles of gamification have been applied to the retail and services sectors for years: think of airlines' frequent flyers programs, pubs and bars running "happy hours" promotions, WeightWatchers' points-counting, Foursquare's badges for visiting new places. There are hundreds of examples of where game dynamics have been introduced into non-game contexts to influence behaviour and bring about a desired result.

    Game-based learning in action: More than just play

    Gamification does not refer to the straightforward use of games (whether digital or otherwise) as part of a teaching or learning interaction. A teacher using the board game Monopoly in the classroom to demonstrate the idea of rent is not gamifying the learning environment; they are involving learners in game-based learning. GBL refers to the use of games as tools: as devices for opening discussion, presenting concepts or promoting learner engagement within clearly defined learning objectives, in other words, learning through playing games. Gamification is the appropriation of those principles, mechanics and dynamics that make games work in order to promote engagement or engender a desired outcome.

    Teachers have long introduced games into the learning environment – such as Kim’s Game, Pelmanism and Guess Who? – and the uptake of GBL with digital games is particularly well demonstrated by the work being done by the Institute of Play, and the growing popularity of the likes of Minecraft and SimCity in schools. In terms of our immediate ELT context, pretty much any video game can be repurposed for language learning, in the same way a text, song or website can be. Take, for example, the indie game . Although there is no actual spoken language in the game, the platform puzzle format lends itself perfectly to practising language around predictions or conditionals ("If I pull that lever, the door will open"), recounting events ("I was chased by a giant spider!"), strategising and so on. In this post, we will be referring to existing digital games that have been appropriated into a learning context, as opposed to games that have been designed with a specific educational use in mind.

    Sharma and Barrett’s definition of blended learning provides a useful context for approaching the use of digital games in such modalities, notably the combination of “a face-to-face classroom component with an appropriate use of technology”. We’re making no assumptions about whether the games are being accessed in the classroom, on mobile or online at home. The blend isn’t defined by where a learner is, but by how their use of technology supports and enhances their contact with the teacher.

    The notion of appropriateness in Sharma and Barrett’s definition is critical as, in the case of a GBL project, it assumes a teacher has a familiarity with both the tech and content accessibility of a selected game. Acquiring that level of familiarity with a game requires a certain amount of time engaging with it to determine its fit for the needs of the learners, an activity which might easily be considered off task when compared to the other demands being made on an educator’s schedule.

    How GBL fuels engagement and deeper learning

    The benefits of GBL with digital games are potentially quite profound, however. First, studies indicate that playing video games in general can stimulate the generation of neurons and enhance connectivity between the regions of the brain responsible for memory formation, spatial orientation and strategic thinking. The right pairing of game and learning objectives could be argued to promote situated cognition, a theory that knowledge is constructed through – and inseparable from – ?social interactions and the context in which they take place. A learner immersed in SimCity stands a much greater chance of understanding the principles of taxation and the provision of public services through playing the role of a mayor, for example, than a learner being walked through the annual budget. As Lim et al. state: “games are effective because learning takes place within a meaningful context where what must be learned is directly related to the environment in which learning and demonstration take place”.

    Early-stage research on mirror neurons is adding a new aspect to the discussion around the immediacy of playing games. In short, mirror neurons suggest that when we observe someone performing an action, there is a brief moment in which our brain cells fire as if we are carrying out that action ourselves. The boundary between observer (player) and observed (in-game character) becomes blurred for a split second. A lot can happen in that split second.

    In addition to the benefits of an immersive, neuron-stroking experience, games demonstrably promote learner engagement by introducing the F-bomb into the mix (fun). They also have the capacity to provide an unrivalled social experience, as in the case of MMORPGs (massively multiplayer online role-playing games). As an example, consider how a leading MMORPG game, World of Warcraft, is applied in learning environments.

    Addressing concerns and embracing change

    However, there are often deep-seated cultural aversions to the use of games in an educational context that GBL initiatives are required to overcome. Critics have said that digital games are anti-social, that they rot your attention span, that they are not legitimate, validated learning resources. Although there is not yet a body of research that can empirically confirm or debunk the effectiveness of games used for learning, surely watching a learner plan, execute and evaluate a project in Minecraft with classmates suggests that those objections are based on dated assumptions. The language learning space in particular is still very much attached to a coursebook paradigm that is predicated on levels and a clearly defined syllabus. Perhaps GBL is too much at odds with an established business model that is the bedrock of too many large education organisations.

    So is GBL a waste of time? We’d argue that it is when its potential is not properly recognised and it is treated as light relief. Games are dynamic, engaging resources capable of delivering experiences and drawing connections that can really ignite a student’s learning experience. Furthermore, they bring a playful and unpredictable aspect to the learning process.