英语で会话を楽にするための7つの重要なフレーズ

二人の友人が一緒にソファに座り、温かい飲み物を飲みながら微笑んでいました
所要时间: 3分间

特に初めてではない言語で会話をするのは、時に大変なことです。 英語 が母国語ではない場合でも、会話スキルを向上させたいだけの場合でも、便利なフレーズをいくつか用意しておくと、大きな違いが生まれます。ここでは、 英語 での会話をより簡単かつ自信を持ってナビゲートするのに役立つ7つの重要なフレーズを紹介します。

英语会话を容易にするための必须フレーズ
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.「それを繰り返してもらえますか?」

时々、特に彼らが早口で话したり、なじみのないアクセントで话したりする场合は、谁かが言ったことを闻き取れないかもしれません。繰り返しを求めることを踌躇しないでください。それはあなたが积极的に耳を倾け、理解したいと思っていることを示しています。「ごめんなさい、それは闻き取れませんでした」や「もう一度言ってもらえますか?」などのバリエーションを使用することもできます。

2.「どういう意味ですか...?&辩耻辞迟;

理解できない単语やフレーズに出くわした场合、この质问は命の恩人になる可能性があります。これにより、话し手が自分の発言を説明したり、言い换えたりすることを奨励し、会话についていきやすくなります。たとえば、「ネットワーキング」とはどういう意味ですか?」と闻くと、混乱を解消し、会话をスムーズに进めることができます。

3.「それは面白いですね。それについてもっと教えてください。」

相手の言っていることに兴味を示すことで、より深いつながりを育み、会话を魅力的に保つことができます。このフレーズは、话し手が自分の考えや経験について详しく説明するように促すのに最适な方法です。また、より多くのコンテキストと情报が得られるため、思虑深く対応しやすくなります。

4.「なるほど。つまり、あなたはそう言っているのですね...&辩耻辞迟;

相手が言ったことを言い換えることは、あなたが聞いていることを示し、理解を確認するための優れた方法です。このフレーズは、あなたが同じページにいることを確認し、誤解を防ぐのに役立ちます。例えば、「なるほど。つまり、プロジェクトの締め切りが前倒しされたということですか?」 曖昧さを明確にすることができます。

5.「よくわからない。违う説明をしてもらえますか?」

何かがわからないときに认めても全く问题ありません。别の方法で説明を求めると、概念をより深く理解するのに役立ちます。このフレーズは丁寧で、あなたが理解しようと努力していることを示しています。たとえば、「理解しているかどうかわかりません。违う説明をしてもらえますか」と寻ねると、话し手はよりシンプルな言叶を使ったり、より多くの文脉を提供したりすることができます。

6.「なんて言うの?... 英語年に?

あなたが何かを表現する方法がわからないとき 英語、このフレーズは非常に便利です。新しい語彙を学び、メッセージを正確に伝えることができます。たとえば、「 英語で「trabajo」とは何と言いますか?」は、「trabajo」が 英語で「仕事」を意味することを学ぶのに役立ちます。このフレーズは、語彙を増やし、時間をかけて言語スキルを向上させるのに特に役立ちます。

7.「例を挙げていただけますか?」

概念や説明が不明确な场合は、例を求めることで明确さと文脉を得ることができます。このフレーズは、単语やアイデアが実际の状况でどのように使用されるかを理解するのに役立ちます。例えば、「「ネットワーキング」を文中で使う方法の例を教えてください」とすると、意味がより具体的で理解しやすくなります。

会話 英語 マスターする

英语での会话は、威圧的である必要はありません。これらの重要なフレーズをインタラクションに组み込むことで、ディスカッションをよりスムーズに进め、他の人とのより强いつながりを筑くことができます。コミュニケーションは双方向であり、説明を求めたり、兴味を示したりしてもまったく问题ないことを忘れないでください。

英語スキルを向上させたいですか?Mondly by 蜜桃appは、自信を持って英語会話をマスターできるように設計された主要な語学学習アプリです。

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    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

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    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.

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    Is game-based learning technology a waste of time?

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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.

    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.