骋厂贰スコアを理解する

Samantha Ball
プレースホルダ
所要时间: 3分间

多くの学生にとって、 英語 言語能力テストの世界をナビゲートすることは困難な経験になる可能性があります。大学進学の準備をしている場合でも、キャリアの見通しを高めようとしている場合でも、単にコミュニケーションスキルの向上を目指している場合でも、 Global Scale of English (GSE) スコアが何を意味するのかを理解することが重要です。

このブログ投稿では、 GSEを分解し、スコアが何を表しているかを説明し、スコアを改善するための実行可能な手順を提供します。

蜜桃app Global Scale of English (GSE) のスコアを理解する
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。

骋厂贰は何ですか?

この Global Scale of English (GSE) は、学習科学とグローバル研究の専門家チームによって開発および検証された先駆的なフレームワークです。これは単なる採点システムではなく、 英語 言語能力について比類のない洞察を提供するように設計された堅牢な尺度です。

この GSE は、ピアソンの 英語 ジャーニーの中心的な柱として機能し、言語学習、教育、評価における重要な進歩として世界的に認められています。

この Global Scale of English は、ヨーロッパ共通参照枠(Common European Framework of Reference)の開発以来、言語学習、教育、評価に対するパフォーマンスベースのアプローチにおける最も重要な進歩を表しています。」

デビッド?ヌナン博士、香港大学応用言语学名誉教授。

骋厂贰スコアを取得するにはどうすればよいですか?

骋厂贰スコアは、蜜桃app Test of English (PTE)など、骋厂贰に沿った标準化されたテストを受けることで取得できます。これらのテストは、英语のさまざまな侧面にわたるあなたの习熟度を测定し、あなたの能力を反映した包括的なスコアを提供します。

骋厂贰スコアとはどういう意味ですか?

骋厂贰スコアは、10(スターターレベルの習熟度)から90(Expertレベルの流暢さ)までの数字になります。しかし、GSEスコアは単なる数字ではなく、あなたの英語能力に関する詳細な洞察です。

颁贰贵搁などの他のスケールにも详しくお使いかもしれません。骋厂贰は颁贰贵搁に合わせて调整されていますが、それを超えて、现在の言语スキルレベルを理解し、改善すべき领域を特定するのに役立ちます。

ここでは、 GSE スコアを理解するためのクイックガイドをご紹介します。

GSE スコア
GSE レベル
できます。。。
GSE
10-19
スターター 少数の単语やフレーズを使用して理解します。たとえば、挨拶をして自己绍介をすることができます。
GSE
20-29
ビギナー 简単な质问をしたり、答えたり、短い文章を书いたり、个人情报を共有したりします。たとえば、简単な方法で食べ物や饮み物を注文できます。
GSE
30-39
初中级 日常のトピックについて话し、会话の主な情报を理解します。たとえば、电话でホテルの予约をすることができます。
GSE
40-49
中间 あなたの意见を共有し、あなたの推论を説明し、短いエッセイなどの长いテキストを书きます。たとえば、週末の予定を説明できます。
GSE
50-59
中高 身近な话题や驯染みのない话题に関する会话をリードし、参加したり、レポートや记事など、意见や事実を表现する文书を书いたりします。たとえば、苦情を申し立てることができます。
GSE
60-69
プレアドバンスト 幅広いトピックについてより流畅に话し、详细なアイデアや説明を书面で共有することもできます。たとえば、さまざまなテレビ番组や映画を理解できます。
GSE
70-79
アドバンスド 个人的、専门的、学术的な文脉で流畅に话し、なじみのないトピック、さらには口语表现を理解します。たとえば、言叶游びを使ってジョークを言ったり理解したりできます。
GSE
80-90
Expert 自発的に、流暢に、正確に話し、簡単に文書を読み書きし、あらゆる文脈で話し言葉の 英語 を理解します。複雑なトピックに関するペースの速い会話に参加できます。

骋厂贰スコアを向上させるにはどうすればよいですか?

骋厂贰スコアを向上させることは、単に一生悬命勉强するだけではありません。それは、より贤く勉强することです。ここでは、进捗を迅速に追跡し、自信をつけるために実行できる実践的な手顺をいくつか绍介します。

  • 定期的に练习する: 一貫した練習が重要です。読書、執筆、会話など、 英語 を日常生活に取り入れてください。
  • Mondly by 蜜桃appを使用する : ピアソンの語学学習コースやアプリ(Mondly by 蜜桃appなど)は、英語スキルを向上させ、GSEに合わせるのに役立ちます。そのため、1つのスケールで進捗状況を継続的に追跡できます。Mondly by 蜜桃appでは、学習を楽しく効果的にするインタラクティブな語学演習を提供しています。
  • コミュニティと交流する: ソーシャル メディア プラットフォームで 蜜桃app Languages をフォローして、楽しく役立つ言語学習のヒントやアドバイスを入手してください。他の言語学习者のコミュニティと交流することで、モチベーションを維持し、必要なときにサポートを提供することもできます。

私たちと一緒にあなたの 英語 スキルを向上させましょう

骋厂贰スコアを理解することは、英語であなたの可能性を最大限に引き出すための最初のステップです。自分の言語スキルに関する詳細な洞察を得ることで、学習パスをパーソナライズし、自信をつけ、進歩を迅速に進めることができます。改善の鍵は、定期的な練習と包括的な学習ツールの使用にあることを忘れないでください。

次のステップに進む準備はできましたか?今すぐ Mondly by 蜜桃app をダウンロードして、 GSEで進行状況をすばやく追跡してください。

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    5 myths about online language learning

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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

    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.

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    My lifelong learning journey: Why learning English never stops

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    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.

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    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.