留学生のための语学学习のヒント

蜜桃app Languages
リュックサックを背負った女性が、大勢の人を背景にした石畳の広場に立っていた

所要时间: 約 4 分

留学中または間もなく留学される方へ 新しい言語を学び、実社会で言語スキルを練習する方法についてアドバイスが必要ですか? 馴染みのない場所では、どのように始めればよいかを知るのは大変なことですが、少しの努力と役立つヒントに従うことで、語学力を向上させ、留学経験を最大限に活用することができます。

留学生のための言語学習のヒント
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。

1. 大学のグループや団体活動に参加する

自分の兴味に合ったクラブや団体活动に积极的に参加する。

积极的な参加: 参加するグループが主催する定期的な会议やイベントに参加してください。これらの活动に积极的に参加することで、同じような兴味を共有し、多様な会话をする仲间と交流する机会が得られます。実际、グループの委员会に参加してリーダーシップを発挥することを検讨することもできます。これにより、さらに多くの言语経験を积み、グループの成功に贡献することができます。

プロジェクトでの共同作业: グループ内で共同プロジェクトを开始または参加します。ターゲット言语で议论し、プロジェクトを计画することは、言语スキルを磨くだけでなく、チームワークと创造性を育みます。

2. 用事の合間に会話をする

日常のルーティンの中で会话を始めることで、平凡な用事を言语学习の机会に変えましょう。レジ係と话しているときでも、バスに乗っている人と话しているときでも、长く话す必要はなく、短い出会いでも练习に役立ちます。?

语汇を増やす: 用事で会话をするときは、日常业务に関连する特定の语汇に注意を払ってください。道を寻ねたり、製品について问い合わせたりするなど、このような状况で一般的に使用されるフレーズを使用して、自分を表现する练习をしてください。

ローカルスラングと表现: インフォーマルな设定では、地元のスラングや表现に触れることがよくあります。これらをメモし、会话に取り入れることで、より自然で地域の文化とつながっているように闻こえます。また、地元のコミュニティに亲しむのにも最适な方法です。

3.大学や文化イベントに参加する

イベントやフェスティバルに积极的に参加して、地元の文化を体験してください。これは、単独で开催されるイベントまたはローカルイベントのいずれかを介して行うことができます。

地元の人々と交流する: 観察だけにとどまらないでください。文化的なイベントで地元の人々と积极的に交流します。好奇心を表现し、経験を共有し、异なる文化的要素の重要性について寻ねてください。この相互作用は、言语と文化の両方の理解を深めます。

文书化して反映する: 文化ジャーナルやスクラップブックを作成して、イベントに参加した后の経験や反省を记録します。それは言语学习を强化し、文化的探求の个人的な记録を提供します。?また、未来を振り返ったときに楽しい出来事を思い出すのにも良い方法です。

4. ボランティアや仕事の機会

大学の学生自治会内または地域社会内でのボランティア/仕事の机会を探ります。

イベントの企画?コーディネート: 可能であれば、イベントの企画やコーディネートに参加してください。この関与により、电子メールの下书きからロジスティクスの调整、言语能力の拡张まで、さまざまなタスクやコミュニケーションシナリオにさらされます。さらに、特に就职活动中の新卒者の场合、履歴书に贵重な追加になる可能性があります。

ネットワーキングの机会: ボランティアの机会は、従来の役割を超えて、ネットワーキングの机会を提供する场合があります。一部の大学では、オープンデーに入学希望者とその家族を案内したり、キャンパスツアーを手伝ったりするなどの仕事について、カジュアルな有给のポジションを宣伝する场合があります。留学生として独自の视点を提供できるかもしれません。

これらの有给のポジションに応募して、语学力を活用するだけでなく、副収入を得ることを検讨してください(ビザが许せば)。入学希望者やその家族と関わることは、専门的な文脉であなたの言语能力を练习するユニークな机会を提供します。

5.勉强会に参加する

クラスメートとの勉强会に参加して、学业と言语スキルを补いましょう。これは、新しい友达を作ることにもつながるかもしれません。

ディベートとディスカッション: 研究グループ内でのオープンな讨论や议论を奨励します。ターゲット言语で自分の考えを表现し、拥护することで、批判的に考え、自分の考えをより効果的に表现することが求められます。

ピアフィードバック: グループ内でフィードバックを求め、提供します。仲间からの建设的な批判や言叶遣いの修正は、支援的な学习环境に贡献し、改善すべき领域を特定するのに役立ちます。

6.ソーシャルメディアで大学のグループに参加する

友达を作るためのソーシャルメディアグループを通じて、大学の他の学生とつながりましょう。まだ大学に入学していない场合でも、すぐに始める他のグループを探している人が利用できることがよくあります。

ミートアップ: ソーシャルメディアを利用して、仲間の学生との直接の交流会を手配または参加します。 これらの非公式の集まりは、言語練習のためのリラックスした環境を提供し、お互いのユニークな言語背景から学ぶことを可能にします。また、地元の新しい場所を訪れる絶好の口実にもなります。

オンラインディスカッション: これらのグループ内でオンラインディスカッションに参加します。兴味深い记事を共有したり、质问をしたり、会话に参加したりして、书き言叶と会话の両方の言语スキルを向上させます。これらのグループは、大学での生活に関する地元の知识やあまり知られていないヒントを得るのにも役立つことがよくあります。

留学生として、あなたは友人や惯れ亲しんだものから远く离れている可能性がありますが、そこに出かけるために自分自身を追い込むことができれば、言语スキルを练习することは难しいことではありません。?これらのヒントをいくつか守ることから始めれば、すぐに语学力が身に付き、その过程で新しい友达や思い出を作ることができるので安心してください。

语学学习アプリ??でスキルアップしましょう。

鲍碍留学をお考えの方は、こちら投稿を必ずチェックしてください 留学生:どの鲍碍の大学があなたに最适ですか?

ピアソンからのその他のブログ

  • 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.