あなたの 英語を向上させるための本:SFとファンタジー版

本屋で開いた本を顔に当てた女性

あなたはSFやファンタジーの本のファンですか?これらのジャンルは非常に面白いだけでなく、 英語 スキルを向上させるのにも役立ちます。魅力的なストーリーテリング、ユニークな語彙、想像力に富んだ概念を持つ本を読むことで、言語能力を高めることができます。

あなたの英语を向上させるのに役立つ9つの素晴らしい小説に続いて、私たちはあなたを素晴らしい世界に连れて行き、あなたの言语スキルを向上させる素晴らしい厂贵とファンタジーの本のリストを集めました。

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あなたの 英語を向上させるための本:SFとファンタジー版
再生
プライバシーとクッキー

视聴することにより、笔别补谤蝉辞苍があなたの视聴データを1年间の间、マーケティングおよび分析のために共有することに同意したものとみなされます。クッキーを削除することで、同意を取り消すことができます。

これは、古典的なSF小説を探している場合に最適なオプションです。このエキサイティングな本は、語彙力、読解力、ライティングスキル、批判的思考力、文化的および歴史的背景の理解を向上させるのに役立ちます。火星の侵略者のエキサイティングな物語は、創造的なストーリーテリングを披露し、 英語 言語を鑑賞させ、あなたを魅了します。

サイエンスフィクションとファンタジーを組み合わせたヤングアダルト向けの魅力的な小説で、タイムトラベルと異世界の冒険が特徴です。L'Engleの文体はわかりやすく、 英語を学ぶ人にとって理想的な選択肢です。その魅力的なテーマと鮮やかな画像を探索して、言語スキルを向上させてください。

戦争、リーダーシップ、道徳についての魅力的なSF本が欲しいなら、「エンダーのゲーム」を読んでみてください。この本には、スリリングなアクションシーンから魅力的なキャラクターまで、すべてが揃っており、思考の糧として十分です。さらに、この本に没頭することで、 英語 言語スキルを高め、語彙を増やし、批判的思考能力を磨くことができます。

この有名な魔法の世界は、紹介する必要はありません。ハリー?ポッターシリーズは、若い魔法使いが呪文、友情、興奮の幻想的な領域を冒険する姿を描いています。言葉遣いはシンプルで、ストーリーは魅力的で、登場人物は生き生きとしています。これは、読みやすい小説を改善して手に取りたい 英語 学习者に最適です。

洞察力に富んだやりがいのある読み物を求める 英語 学习者に最適です。このSF小説は、 英語 語彙、読解力、批判的思考力、分析力を高めることができます。 このテキストは、さまざまな文体やテクニックを探求すると同時に、現実と世界の認識に挑戦する可能性のある文化的および社会的テーマを探求しています。?「Ubik」は、その深みを探求したい人に、示唆に富み、心を揺さぶる体験を提供します。

面白くて気楽な読み物については、ダグラス?アダムスの「銀河ヒッチハイク?ガイド」をチェックしてください。ユーモア、風刺、冒険を駆使してストーリーを語るSFシリーズです。アダムズの巧妙な文章、言葉遊び、ユーモアは、軽いタッチで 英語 言語を探求する楽しい方法になります。

挑戦を求めている人にとって、これはファンタジージャンルの典型的な例です。この本は、复雑な世界构筑、鲜やかな描写、ユニークなキャラクターを备えた、中つ国を巡るエキサイティングな旅に読者を连れて行きます。それを読んで、语汇力と理解力を向上させながら、善と悪の时代を超越した物语に没头してください。

Opens new tab." href="https://www.amazon.com/11-22-63-Stephen-King/dp/1451627289" target="_blank">11/22/63 作成者: Stephen King

地球を舞台にした歴史的なものが欲しいですか?「11/22/63」は、タイムトラベルと歴史をミックスしたSF本で、現代史に興味のある 英語 学习者にとって素晴らしい読み物です。この本は、読者にさまざまな新しい語彙を紹介し、読解力を向上させ、読者を60年代のアメリカという本の設定にさらします。

没入型の読書体験をお探しなら、クリストファー?パオリーニの「The Inheritance Cycle」シリーズの本をチェックしてください。このヤングアダルトファンタジーシリーズは、読者が新しい単語を学び、物語をよりよく理解し、キャラクターの成長を追跡し、詳細な世界の作成を楽しむのに役立ちます。エラゴンの物語をたどりながら、ライティングテクニックと壮大なスケールのストーリーテリングの魔法について学ぶことができます。

SFやファンタジーの本は、あなたを新しい世界に連れて行き、複雑なアイデアとさまざまな語彙で言語スキルを高めます。また、 英語 ポップカルチャーの参照を理解するのにも役立ちます。これらの本を試して、あなたの 英語 能力を新しい未踏の高みに舞い上がらせてください。

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  • A girl sat at a laptop with headphones on in a library

    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.

  • Two teenagers sat at a desk in a classroom working together in front of a laptop

    My lifelong learning journey: Why learning English never stops

    投稿者 Zarela Cruz
    所要时间: 4 minutes

    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.

  • A classroom scene with a teacher and diverse students engaged in learning, using laptops on desks, in a brightly lit room.

    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.