英语教师におすすめの英国文学6选

Anna Roslaniec
Anna Roslaniec
教室の前で、付箋紙が貼られたホワイトボードの前に教師が立ち、生徒たちに話しかけていた

学んでいる言语の文脉をより深く理解できるよう、文化的な洞察を生徒と共有することは素晴らしいことです。ですが、有り余る时间とお金がなければ、英语圏の国に旅行して、生活がどのようなものかを直接体験するのは难しいでしょう。

でも、もしソファに座りながらイギリスの歴史、习惯、文化について学べるとしたらどうでしょうか?

19世纪のロンドンの暗い石畳の通りや、イングランド北部の工业都市、サリー州の田舎の村に一瞬で旅することができるのです。

今回は、英国を舞台にし、过去と现在の英国の生活の文化的、歴史的、社会的侧面を学べる6つの文学作品をご绍介します。

ゆったり座ってリラックスしてください。私たちが、あなたを冒険にお连れします。

1. エマ

(1775-1817)

知的で美しい女性エマが主人公のこの物语は、1815年の终わりに出版されました。この本は、ハイベリーと呼ばれる架空の村(魅力的なサリー州にあります)を舞台に、ロマンス、社会阶级、女性のエンパワーメントなどのテーマを扱っています。

エマは社交的で、人々の幸せを喜びと感じる人物です。彼女は友人同士の縁谈をまとめることに奔走しますが、时々ミスをしてしまいます。彼女のミスは、人々を怒らせてしまうのでしょうか?そして、彼女は自らの爱を见つけられるのでしょうか?

2. ドリアン?グレイの肖像

(1854-1900)

1890年に初版が出版されたこの哲学的でありながら超自然的なスリラーは、嘘や秘密、谜に満ちています。物语は、主人公のドリアン?グレイを中心に展开します。彼は祖父から财产を相続してロンドンに旅行し、すぐに新しい友达を作ります。そのうちの一人がドリアンの肖像画を描きます。その絵を见たドリアンは、絵に描かれているように若くて魅力的なままでいるために、自分の魂さえも捧げたいという危険な愿いを抱きます。

やがて、物事がうまくいかなくなり、彼の人生は制御不能になります。しかし、彼は年だけは取らない様子。その恐ろしい秘密は、屋根里部屋に隠されているようです。それが一体、何なのか?ヴィクトリア朝时代にタイムスリップし、このハンサムで快楽主义的な青年の目を通して、当时のロンドンを覗いてみましょう。

3. ミドルマーチ

(1819-1880)

メアリーが、ペンネームのジョージ?エリオットとして书かれたこのリアリズムの作品は、1871年から1872年の间に8回に分けて初版が出版されました。1829年から1832年にかけてのミッドランズの架空の町ミドルマーチを舞台にしたこの物语は、科学と発见を描いています。中心となるのは、世界を変えることを决意した若い女性ドロテアと、科学の先駆者になりたい野心家の男リドゲイト博士。二人とも结婚はしているが、结婚生活は、それぞれうまくいってはいない。

果たして、彼らは幸せになれるのか?梦を叶えることができるのか?本书の中心的なテーマは、主人公2人の结婚ですが、1832年の改革法、鉄道の始まり、ジョージ4世の死など多くの歴史的言及があり、歴史や地方の生活に兴味のある人には兴味深い物语となっています。?

4. フォー?ウェディング

(1956年生まれ)

英国のより現代的な習慣や文化について知りたい方は、英国で最も愉快で人気のある映画の1つを書籍化したこの作品をおすすめします。1994年に公開された『Four Weddings and a Funeral』は、チャールズ(映画ではヒュー?グラントが演じている)という魅力的な男性を描いています。

ある日、彼は友人の結婚式でキャリーという美しい女性と出会います。残念ながら、彼女は英国に留まることなく米国に帰国しますが、彼らは偶然の出会いを重ねます。2人の関係は、どうなっていくのでしょうか。 このロマンチック?コメディをとおして、英国の社交界の裏表を発見しましょう。?

5. 北と南

(1810-1865)

1855年に出版された『北と南』は、マーガレット?ヘイルという若い女性が、両亲とともにイングランド南部の田舎町から北部のミルトンという工业都市に移り住む物语です。そこで彼女はソーントン氏という裕福な工场主と出会い、彼女は彼を嫌いますが、彼は一目で彼女に恋をします。

ミルトンにいる间、彼女は雇用主と労働者が絶えず衝突する工场で働くのがどのようなものかを目の当たりにします。労働者がストライキに突入する中、ソーントン氏はマーガレットを振り向かせることができるでしょうか?この复雑で刺激的な物语期の労働者阶级の闘争を描いています。

6. オリバー?ツイスト

(1812-1870)

1832年に出版された『オリバー?ツイスト』は、ディケンズの2作目の小説です。この物语は、私たち全员が同情してしまう幼い孤児の物语です。オリバーは救贫院で育ち、殴られ、飢え、ひどい扱いを受けます。面倒を见てくれる両亲がいないため、彼はロンドンに逃げることを决意し、そこで泥棒のギャングに加わります。

彼の新しい仲间は彼を见守りますが、彼らはオリバーを危険と犯罪の生活から守ることができるのでしょうか?英国の首都の暗黒面を兴味深い视点で描いた『オリバー?ツイスト』は、映画、ミュージカル、テレビ番组で现在も人気を博しています。

本からインスピレーションを得て、レッスンの幅を広げてみませんか?

世界で最も愛されている作家の何人かをフィーチャーしたGraded Readersをご確認ください。

ピアソンは、英语の古典小説をオーディオファイルと総合的な教师用リソースにアレンジした搁别补诲别谤蝉をご用意しています。授业で、生徒さんと一绪にご使用いただけます。?

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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.

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    10 top study tips for neurodivergent learners

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