教室を超えた成功の构筑:批判的思考と评価

Christina Cavage
子供たちのグループは、先生と一緒にテーブルに立って、彼女が紙に何かを書き留めるのを見ていました
所要时间: 4分间

批判的思考と评価に関连する一般的な神话がいくつかあります。多くの人は、特に言语が限られているクラスでは、批判的思考を评価することは不可能だと考えています。しかし、それは可能です!ここで成功の键となるのは、言语スキルと认知スキルを分离できるタスクとルーブリックを作成することです。结局のところ、言语レベルが低いからといって、必ずしも生徒の批判的思考能力を反映しているわけではありません。

では、生徒が何を知っているかだけでなく、 どのように知っているか を测定するにはどうすればよいでしょうか。

批判的思考を测定する方法

まず、公式评価と非公式评価の2种类の评価を検讨する必要があります。正式な评価は、タスク、レッスン、またはスキル构筑活动の终了时に行われる倾向があり、通常は生徒が作成した作业に焦点を当てます。その后、非公式の评価を行います。これらは、その场でのやり取りを含む评価です。これらのタイプの评価は、批判的思考を测定する上で重要な役割を果たします。

批判的思考を教え、評価するためのヒント
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。

正式な评価

评価は、生徒が生み出す最终的な作品にのみ焦点を当てるべきであるという误解がよくあります。最终的な「製品」は纷れもなく重要であり、多くの场合、言语能力の理想的な尺度です。しかし、最终的な作品を作成するプロセスでは、生徒の批判的思考スキルが実际に発挥されているのを见ることができます。

言語的思考と批判的思考の両方を測定するルーブリックを設計する際には、言語的思考と批判的思考のどちらか一方だけに焦点を絞るようにしましょう。これらの異なるスキルを念頭に置くことで、言語スキルと批判的思考スキルを区別し、正式な评価に関してはそれらを別々に評価することができます。

言语スキルを测定するときは、ブルームの初期または基本的な认知领域をモデルとして使用します。

これらの项目を测定すると、実际には言语スキルを测定していることになります。たとえば、読书活动では、次のような质问をすることがあります。

  • 谁についての话ですか?
  • 物语の舞台はどこで?
  • ストーリーの主なアイデアは何ですか?

彼らは全体的な组织と主要な语汇を理解できますか?これらのタイプの质问は、学生の言语能力を评価します。

そして、批判的思考に関しては、ブルームの认知领域のより高度なレベルが有用なガイドを提供します。

これらのタイプの质问は、学生のメタ认知または批判的思考を评価します。

  • ストーリーにとって最も重要なキャラクターは谁ですか?
  • なぜでしょうか。
  • キャラクターの行动に同意しますか、それとも同意しませんか?
  • なぜですか、なぜそうでないのですか?

评価における言语と批判的思考の明确な分离は、各学生の両方のスキルの进歩を测定するのに役立ちます。

非公式の评価

これらの非公式の评価はどうですか?その場での評価では、批判的思考と言語スキルを明確に描写するのが難しい場合があります。

たとえば、グループワークを割り当てている场合は、学生同士のやり取りのチェックリストを保管することを検讨してください。チェックリストの项目には、次のようなものがあります。

  • 谁が推论したのか?
  • 他の学生のアイデアの理由を提供したのは谁ですか?
  • 谁が比较したのか?
  • 谁が结论を出したのか?

また、生徒にチェックリストを保管してもらい、これらの质问を电子掲示板に投稿するように依頼することもできます。自己评価と同様に、これらのピアツーピア评価は、生徒に反省と気づきを促すことができます。

ルーブリックは、非公式の评価にも役立ちます。例えば、学生にエッセイの準備や執筆を依頼したとします。批判的思考を測定するために、各学生がエッセイに取り組んでいるときのアイデア出しプロセスを見ることができます。

  • 学生は考えられるすべてのトピックを见ていますか?
  • 学生が选択したオプションを选択する要因は何ですか?
  • 彼らは他のアイデアを认识していますか?

これらの质问に対する答えは、生徒が批判的に考えているかどうかを教えてくれます。

他のスキルと同様に、批判的思考の评価は公式にも非公式にも行う必要があります。プロセスと最终製品の両方を考虑する必要があります。そして、その际、言语スキルとメタ认知を区别するルーブリックを慎重に设计する必要があります。

蜜桃app からの他のブログ

  • 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.