従业员を成功に导く:学习文化の确立

蜜桃app Languages
両手を宙に浮かせてスミーミーするグループ内のビジネスパーソン

目まぐるしく変化するビジネスの世界では、従业员が成功の键を握っているという否定できない事実があります。组织を成功に导くのは彼らのコミットメントと専门知识であり、それらを培うためには学习文化への投资が不可欠です。スタッフの定着率の向上、生产性の向上、従业员のエンゲージメントの向上など、その利点は多くあります。

学習文化がビジネスの成功にどのように役立つか
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。

组织で学习文化を発展させるには、その组织のスキル格差と、ハード?スキルとソフト?スキルの両方を含む、従业员が向上させたいと思っているスキルの范囲を彻底的に理解する必要があります。英国、米国、インド、ブラジルの4,000人の従业员を対象にしたピアソンの最近の调査、従業員は対人スキル (ソフト) と技術スキル (ハード) の両方に同等の重点を置きたいと感じていることが分かりました。

組織は、対人スキルの育成により多くの投資を行っています。リーダーや 人事担当者は、心の知能指数、創造性、コラボレーション、適応性などのソフトスキルの重要性を認識しています。これらのスキルは、効果的な管理に役立つだけでなく、問題解決やプロジェクト管理にも効果を発揮します。この変化は、特にパンデミックによる労働力の社会的スキルの低下に対処する上で非常に重要です。

学习文化、特に言语学习が重要な理由

言語スキルは、対人ビジネススキルの上達において極めて重要です。特に 英語学習は、コミュニケーションの改善、従業員の自信、エンゲージメント、ネットワーキングの強化、および個人的および専門的な成長の触媒として機能します。新しい言語を学ぶことは、認知機能やマルチタスクスキルと創造性を向上させ、従業員をより熟練した労働力に育てます。

组织全体で英语の习熟度を高めることで、国际市场への扉が开かれ、実质的な収益上のメリットが得られます。より明确なコミュニケーションは、よりスムーズな运営、エラーの最小化、生产性の向上につながります。 、コミュニケーションなどのスキルの一部は、非常に贵重な労働力スキルとして认识されているため、职场环境で学习することの重要性は容易に理解できます。

学习文化に取り组み、奨励するために、あなたや组织ができること

コミュニケーションがカギ

大切なのは、対话をオープンにしておくことです。年末の业绩管理と评価で成功を祝い、进捗状况を振り返りながら、従业员の翌年の学习意欲を理解することで、集団の賛同と帰属意识が育まれます。これらの议论の结果は、今后数年间の揺らぐことのない学习と开発のロードマップの基础を形成します。

模范を示す

組織内での言語学習を促進するには、リーダーシップの積極的な関与が不可欠です。語学クラスに参加したり、交流を通じて言語スキルの価値を示したりすることで、リーダーやマネージャーは従業員に模范を示すことができます。こうした関わりは、他が追随することを奨励し、それによって学習と開発に対する組織のコミットメントを強調することができます。

测定可能な目标

测定可能な学习の节目を设定することは、学习文化を强化するだけでなく、従业员のモチベーションと継続的な开発を促进し、组织の进捗状况を示す管理レポートを作成するリーダーシップを支援します。

インセンティブの提供

习熟度の节目に到达したときの报酬、表彰、あるいは认定は、従业员が言语を学ぶ意欲の诱発剤として机能します。语学学习をキャリアアップの机会や昇给に结びつけて、継続的な成长を奨励します。

楽しく、アクセスしやすいものにする

学习文化を成功させるには、职场での学习をアクセスしやすく、楽しく、インタラクティブなものにします。AIやなどの新しいテクノロジーを活用することで、学习体験が再构筑され、时代遅れのトレーニング方法论ではなく、ユーザーフレンドリーなテクノロジーベースの学习方法が必要になります。学习へのアクセスが简単であれば、スタッフは参加する可能性が高くなります。ぎこちない、长々とした、または昔ながらのシステムを运用するのが好きな人はいません。それは学习から楽しさとモチベーションを夺う可能性があります。

学习の文化を育むには、トップからの积极的なアプローチが必要です。言语学习を含むハードスキルとソフトスキルの両方を提供することは、学习文化を成功させ、従业员のエンゲージメントを高め、持続可能なビジネスの成长を促进するために极めて重要です。

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学习文化の繁栄への道のりは、従业员への投资だけではないことを忘れないでください。これは、ビジネスの将来的な成功のための投资なのです。

言語学習と並行して重要なソフトスキルを身につけるためのMondly by 蜜桃app 仕事英語をご覧ください。?

職場環境での英語をMondly by 蜜桃appで学ぶ

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その他のブログ

  • 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.

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    10 top study tips for neurodivergent learners

    投稿者
    所要时间: 5 minutes

    Every student deserves a chance to succeed. Neurodivergent students – those with ADHD, dyslexia, autism or other neurological differences – have special strengths and perspectives. But usual studying methods don’t always fit their needs. The good news is that with the right tools and strategies, neurodivergent learners can study better, feel less frustrated and reach their full potential.

    Here are a few tips to help neurodivergent learns optimize study sessions:

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    Confidence beyond the classroom: Soft skills for the future

    投稿者
    所要时间: 3 minutes

    What do we, as teachers, need to teach effectively in these times? Well, as a teacher – but also as an ESL learner?–?I’ve always believed that English is not something to be studied, it’s something to be lived: it's my mantra.?

    Based on that idea, throughout my career, I’ve been seeking not only academic tools that support my teaching, but also resources that turn teaching into an experience, not just a class. That’s what I found when I first discovered the GSE, and what has drawn me so closely to 蜜桃app – not just the textbooks, but the initiatives, research, projects, tools and more.

    Adapting to technological change

    Now, artificial intelligence was introduced into our lives not long ago, and it seems like it’s here to stay. Whether you’re a fan of it or not, we must accept that it’s part of our present – and our future. We need to learn how to use it wisely.?Living the language means understanding that the world changes – and we must change with it. Technology is essential (and I love it), but there are things it simply cannot replace: creativity, communication and leadership. These are deeply human traits and, as teachers, we must not only teach them but also create environments where students connect with others and grow as people through language.

    Then, both students and teachers will be able to use their language, collaborative, leadership and empathethic skills in English-speaking environments – and these skills are crucial for thriving in the fast-paced world of technological progress.

    The power of soft skills and confidence

    There’s one experience that changed my mindset years ago – and it’s directly connected to the title of this text. The moment my English fluency truly improved was the moment I began to believe in myself. It was when I projected the version of myself I wanted to become. It was when I realized I wanted to speak to the world, and my confidence extended far beyond the classroom.

    Long story short, my perspective as a student shifted dramatically when I got my first job. That’s when I realized the value of understanding the world, being able to communicate effectively, and developing essential soft skills – skills I didn’t even realize I was learning at the time, but which have been crucial to my personal and professional growth. Today, I’m glad that education is starting to include these elements in the classroom.

    蜜桃app’s support for educators and students

    I’m excited about 蜜桃app's latest research into GSE Soft Skills (report coming soon). The GSE provides a methodological framework and resources to enhance my teaching. It also offers answers to my long-standing questions, including tools to prepare my classes more effectively and support my colleagues in helping students master both language and professional skills.

    We must prepare our students for life beyond the classroom. By offering clear goals, role models, opportunities to practice and consistent feedback, 蜜桃app helps us spend less time planning and more time engaging with our learners.

    The world is moving fast – and sometimes faster than we can keep up with. By integrating creativity, communication and leadership into our lessons, we give our students the skills that employers value most and that technology can’t replace. These are the same skills that, without a doubt, helped me reach my goals.

    In my case, I didn’t learn these soft skills at a very young age – but the sooner our students do, the better. The earlier they connect with their purpose, the deeper the impact.

    When I think about myself as a teacher, I always try to remember what it was like to be a student. These tools remind me of the things I learned in my younger years – and that I now want my students to experience too. Embracing these global changes and resources allows me to better reflect who I am – not only as a teacher, but as a person.?