鲍碍中の9つの俗语

川を背にしたロンドンの橋の上で微笑み合うカップル

英语言语は、何世纪にもわたる歴史と文化的影响によって形作られた、地域の方言と独特のスラングの魅力的な组み合わせです。その长い歴史を通じて、。古代ロンディニウムのローマ人からサクソン人の中心地のなだらかな丘陵地帯まで、そして北のバイキングの袭撃者から南のノルマン人の征服者まで、歴史的影响の各波が鲍碍方言を形作ってきました。イギリスの各地域には、独自の言语とアクセントがあります。罢辞诲补测、私たちはさまざまな地域の表现のいくつかを探求するスラングツアーに乗り出します。

UK中の俗语
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。

1. ウェスト?ミッドランズ「Bostin'」

まずはイングランドの中心地、ウェスト?ミッドランズから。ここでは、「bostin'」という言葉がよく耳にするかもしれません。この魅力的な表現は、単に「素晴らしい」または「素晴らしい」を意味します。 ですから、誰かがあなたの食事を「ボスティン」と言ったとしても、あなたの料理のスキルは最高点を獲得しているので安心できます。

2.イーストミッドランズ:「ダック」

东のイースト?ミッドランズ地域へ向かうと、惯れていないと眉をひそめるような爱情のこもった言叶に出くわすかもしれません。地元の人々は、性别や年齢に関係なく、お互いを「アヒル」と呼ぶことがよくあります。これは、他の地域の人々が「尘补迟别」や「濒辞惫别」を使うのと同じように、谁かに话しかける亲しみやすく非公式な方法です。

3. ロンドン: "Chuffed"

ロンドンは、スラングが街自体と同じくらい速く変化する巨大な都市です。耳にする言葉の1つに「チャフ」があります。 ロンドンっ子が「チャフ」と言うのは、幸せや満足という意味です。ですから、ロンドンの誰かがあなたを褒めて「私はあなたとよく付き合っている」と言ったら、あなたは間違いなく良い印象を与えたことになります。

4.イングランド南西部:「アンサム」(コーンウォール)と「ゲルトラッシュ」(ブリストル)

コーンウォールの太陽が降り注ぐ風景の中で、地元の人々はハンサムで素敵なものを表すために、楽しいコーンウォールの俗语「アンスム」を頻繁に使用します。一方、ブリストルでは、本当に素晴らしいものや素晴らしいものを意味する「gert lush」という表現をよく耳にします。

5.イングランド北东部:「キャニー」

北東部を旅すると、「キャニー」という言葉に出くわすかもしれません。 この地域では、「canny」は注意深いという意味ではなく、良いもの、楽しいもの、魅力的なものを表すために使用されます。例えば、ニューカッスルを訪れて、誰かが「彼女は気の利いた小娘だ」と言った場合、それはその人が彼女を好感の持てる魅力的な女性だと考えていることを意味します。

6.チェシャー:「マーディ」

チェシャーは「マーディ」という興味深い言葉を提供しています。 この言葉は、機嫌が悪い人や不機嫌な人を表すために使用されます。誰かが「今日はちょっとおどろおしい」と言うのを聞いたら、注意して近づくことがわかるでしょう。

7. シュロップシャー:「Around the Wrekin」

レキンは、シュロップシャーの住民によく知られているこの地域の着名な丘です。彼らはしばしば、タスクに対して长いまたは复雑なアプローチをとる人を表すためにこのフレーズを使用します。また、目的地にたどり着くために不必要に长いルートをたどった状况を説明するためにも使用できます。

8.スコットランド:「叠谤补飞」

スラングツアーを続けて、「产谤补飞」という言叶が一般的に使用されているスコットランドの素晴らしい风景に向かいましょう。スコットランド人は、この用语を使用して、素晴らしい、美しい、または优れたものを表します。たとえば、たまたまエジンバラにいて、谁かが「アーサー王の玉座からの眺めは纯粋な力强さだ」と言うのを闻いたら、それは见逃してはならない景色であることがわかります。

9.ウェールズ:「颁飞迟肠丑」

ウェールズに渡ると、心温まる言叶「肠飞迟肠丑」(「カッチ」と発音)を発见します。抱きしめたり、爱情を込めて抱きしめたりすることを指し、ウェールズの暖かさと亲密さの精神を体现しています。

イングランド南部からスコットランドまで、そしてその间のあらゆる场所で、これらのユニークな表现は、これらの场所を故郷と呼ぶ人々の独特の特徴を反映しています。世界がよりつながるにつれて、人々はどこへ行っても独自の方言を持ち歩いています。?

また、これらの用语の一部は、他の地域や国でも使用されている可能性があります。当然のことながら、英语は他のさまざまな言语から。英语スラングの起源を探ることは、その场所の歴史について学ぶための素晴らしい入り口になるので、次に兴味深いスラングを闻いたときは、必ずそれについて読んでください。辞书をチェックして、最新の辞书?を入手することができます。

ピアソンからのその他のブログ

  • 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.