动机の违いにより、生徒の学习方法はどのように変わりますか英语

Steffanie Zazulak
教師が立って大きな教室で生徒を助け、他の生徒が座って働いていました
所要时间: 4分间

世界中の学生がさまざまな理由で 英語 を学びます。これらの動機のいくつかは、学生自身から来ているかもしれません - おそらく彼らは 英語話す地域に旅行しているから学んでいるのか、それとも 英語話す友人や同僚と会話できるようにしたいのか。学習のその他の理由には、学校の要件を満たすこと、留学すること、またはキャリアを積むことが含まれます。

英語を学ぶさまざまな理由だけでなく、さまざまな目標もあります。多くの学生は依然として流暢に話せるようになることに焦点を当てています 英語そして、特定の理由で言語を学びたいと思う人々が増加しているのを私たちは見ています。たとえば、特定の文化に没頭したり、海外旅行中にメニューから注文したりします。

教師は、生徒が実際の目標を達成するのを助けるために、これらの個人的なニーズに焦点を当てています。あなたはすでに生徒に、なぜ彼らが 英語を学びたいのかについて話している可能性があります。さまざまな動機が言語学習に対する学生の態度に影響を与える可能性があるため、これを理解することは重要です - そして、それはあなたがあなたの教育戦略を学习者の異なるグループに適応させる必要があるかもしれません。

さまざまな学习者グループに 英語 を教える

いくつかの異なる学生グループに会い、彼らの動機についてもう少し学び、さまざまな動機が学生の学習方法を変えるかどうかを探りましょう 英語。あなたはあなたのクラスでこれらの学习者のいくつかを認識するかもしれません。

1. 学习者大学?一般学习者向け

これらの学生は、楽しみや個人的な理由で 英語 学んでいます。それは、旅行、社会的または家族的な理由によるものかもしれませんし、 英語 をよりよく理解することが彼らのキャリアに役立つかもしれないからです。移民要件として 英語 を学んでいる可能性のある成人学习者もいます。

例えば、23歳のアリスは、人と出会い、英语を话す隣人とより有意义な交流をするために、英语を学ぶことにしました。「私はとても耻ずかしがり屋で、人と话すことにあまり自信がありませんでした。でも、英语を学ぶことで、他の人とつながり、新しい人と出会うことができました。私は大きく変わりました。」

アリスのようなモチベーションには、教师の强力なサポートと、构造化された学习に织り込まれた仲间のモチベーションが必要です。アリスは自分の目标を设定し、 GSE 学習目標 を使用して、その目標を達成するために何をする必要があるかを計画できます。教師の励ましと個人的なサポート、そしてデジタルコースワークへの簡単なアクセス、 英語を学ぶ他の人のソーシャルコミュニティ、会話を強調する少人数のクラスにより、アリスのような人々は彼女の言語目標を達成するために関与し、やる気を起こさせます。「彼らなしではやっていけません」と彼女は言います。

2.プロの学习者

これらの学习者は通常、より正式なタイプの 英語 プログラムに参加しており、昇進などの特定のキャリアマイルストーンを達成するために言語を学んでいます。彼らの雇用主は彼らの学習に対してさえ支払っているかもしれませんし、彼らは彼らのレッスンの費用を払い戻されるかもしれません。

ヴィンチェンツォは33歳で、ミラノで世界中にオフィスを構える国際組織でプロダクトマネージャーとして働いています。「私は専門能力開発の一環として、 英語 クラスを受講するように頼みました。私の会社は 英語 プロバイダーを選び、グループクラスまたはマンツーマンクラスの選択肢を与えてくれました。私は気が散りやすいので、1対1のクラスを選びました。」

ヴィンチェンツォのようなプロの学习者は、クラスと自宅での学習の混合学習モデルを使用して成功し、自分の生活に合わせて調整できます。彼らは成功への強いモチベーションを持っています - それが彼らにとって家庭での学習が彼らにとって効果的である理由です - しかし、 GSE 学習目標によって提供される段階的な進歩も、このモチベーションを維持するために重要です。「私は週に一度、先生と会い、 英語話すときに犯す間違いに取り組みました。また、面白いゲームやビデオなど、自分の時間に聞くための追加の練習教材もくれて、言語の理解を深めるのに役立ててくれました」とヴィンチェンツォは言います。

3.

アカデミックな学习者

英语を学ぶことは多くの学校のプログラムの要件であり、学生はこれをカレッジや大学で継続します。これらの学生の多くは、ハイステークス试験の模拟试験を提供する正式なコースで英语を学びます。

17歳のスブラはマレーシア出身で、学校で 英語 学んでいます。彼女の家族の何人かは Australia に住んでおり、彼女はヘルスケアを専門とする大学に通うために留学することを検討しています。彼女が若い頃、彼女は自分の進歩を確認するのに役立つテストに裏打ちされた伝統的な教室で学びました。現在、彼女はAndroidのHuawei電話などのテクノロジーを使用して 英語 の練習を行っていますが、軌道に乗っていることを確認するためには、定期的なテストの検証が必要です。

スブラさんは「中学や高校への进学に向けて一生悬命準备をしていたので、テスト勉强には惯れています。それはテスト结果で决まるものでした」と话します。

Subraのようなアカデミックな学习者は、モチベーションを維持し、ハイステークステストで必要なスコアを取得するために必要な 英語 のレベルに彼らを導くために、実証可能な結果を見る必要があります。明確な GSE 学習目標とプレースメントテストにより、アカデミックな学习者は、自分が今どこにいて、アカデミックな目標を達成するためにどこにいる必要があるかをマッピングできます。これらの学习者は、軌道に乗るために、教師からの励ましと進歩の検証が必要です。

生徒のモチベーションを理解することで、生徒の特定のニーズに合わせて教えることができ、目标达成に集中力とモチベーションを保つことができます。

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    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.

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    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.