目標設定: 円滑なチームコミュニケーションを達成するための道筋

蜜桃app Languages
事務室はキュービクルや廊下に立って話していた

所要时间: 約 5 分

スキル开発に投资する公司は、优秀な人材を维持する可能性が高く、他にも多くのメリットがあることがわかっています。チームの英语习熟度を高めることは、ビジネスに変革的な効果をもたらし、新しい机会、成长、従业员のエンゲージメントを高めることにつながります。しかし、公司の语学学习プログラムの実施は困难な场合があります。従来の目标设定フレームワークを使用することで、あなたとあなたのチームは、この困难を乗り越えることができます。方法は次のとおりです。

目標設定: チームの流暢さを達成するための道筋
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。

公司によく使われる目标设定フレームワーク

いくつかのアプローチがあります:

3X3X3 model

では、管理可能な3か月の期间で目标を设定し、着実に前进することができます。

SMART goals

SMART goalsは、具体性、測定の可能性、達成の可能性、関連性、期限性により、個々の取り組みをより広範な組織目標に合わせるフレームワークを提供します。

PACT goal framework

PACT目標フレームワークは、National Society of Leadership and Successによって提唱され、?別の視点を提供します。

选択したモデルに関係なく、チーム全体に効果的に伝えることが不可欠です。目标设定の実践に一贯性を持たせることで、全员が同じ考えを持つことができ、曖昧さが减り、言语学习プロセスの全体的な効果が高まります。

デジタルツールとテクノロジーの活用

従业员は多くの仕事をこなしているため、语学研修プログラムは简単にアクセスでき、魅力的に设计する必要があります。テクノロジーは、现代のスキル开発(言语学习だけでなく)を大幅に改善し、组织が従业员の能力开発を真に育むことを可能にしました。

従业员が语学の目标を达成するための动的でインタラクティブなアプローチを提供するオンライン语学トレーニングアプリやソフトウェアが数多くあります。さまざまな学习スタイルに対応するユーザーフレンドリーなプラットフォームを选択することで、より幅広い採用とエンゲージメントを确保できます。

たとえば、Mondly by 蜜桃appは、簡単に理解できるモジュール内で自己主導の学習を促進するように設計された柔軟な言語学習ソリューションです。これは、学習目標を設定して達成しようとしている組織にとっての基礎となる可能性があります。Mondly by 蜜桃appの適応性により、従業員は自分のペースで進歩し、個々の言語能力の目標に沿ったパーソナライズされた学習体験を提供できます。

チームの言语スキルを频繁にモニターし、评価する

言语を学ぶとき、その过程は目的地と同じくらい重要です。継続的なモニターと评価により、学习目标が静的ではなく、个人と组织の进化するニーズに适応することが保証されます。従业员の英语进捗状况をすばやく追跡するには、Global Scale of English (GSE)を使用します。この骋厂贰では、エントリーレベルからエキスパートまで、チームの英语言语スキルの発达を1つのシンプルな数値スケールでモニターできます。

この多面的な测定アプローチにより、マネージャーと従业员は同様に、英语言语能力を包括的に理解し、改善と开発の文化を育むことができます。

レパートリーに加えるべきもう一つのツールは、従业员の现在の言语スキルレベルを理解するのに役立つ坚牢な英语评価ツールであるVersant by 蜜桃appです。この情报は、现実的でありながらやりがいのある目标を设定するためのベースラインとして机能します。

チームの成果を祝う

功绩を认め、祝うことは、强力な动机付けとなります。目标が达成されても认められない场合、その影响は小さくなり、モチベーションが低下する可能性があります。したがって、组织内にお祝いの文化を取り入れることが不可欠です。

これには、チームミーティングでの口頭での認識から、証明書、業績ベースのボーナス、リーダーボード(Mondly by 蜜桃app が使用している)などのより競争力のある機能などの具体的な報酬まで、さまざまな形があります。

?

组织にとって、言语学习における従业员の成果を记録することは、士気を高めるだけでなく、贵重なフィードバックの源にもなるため、重要です。组织は、従业员の成功を认め、祝うことで、言语学习の重要性を强化し、従业员が新しい目标を设定し、言语能力を向上させ続けることを奨励する正のフィードバックループを作成します。

职场での成长と成功

目标设定を言语学习イニシアチブに统合することで、组织は力を得て、継続的な成长と成功への道のりに着手し、促进しています。テクノロジー、継続的な监视、赏賛を组织の目标设定に统合することで、言语学习への包括的なアプローチを作成できます。このアプローチは、言语スキルを向上させ、ビジネス全体にプラスの影响を与えます。

その結果、 英語に習熟しているだけでなく、自信に満ち、協力的で、生産性の高い労働力が生まれます。2024 年に向けて、進歩に基づく学習を優先する組織は、効果的なコミュニケーションが比類のない成功を解き放つ鍵となる環境で成功する態勢を整えています。

詳細はこちら 職場での学習 英語 文化の創造と、ビジネスにおける言語学習の変革力については、この記事「成功の文化の创造」をご覧ください。

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    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.