フランスで 英語 を教えるのはどんな感じですか?

教師は長い木製の机のそばに立っており、生徒たちは彼女に微笑んで座っています
所要时间: 3分间

カースティ?マレーは、アレクサンドル?デュマの生誕地として知られるフランス北部の町、ヴィレール?コテレにあるコレージュ(フランス語で中等学校に相当)で 英語 を1年間教えました。彼女は11歳から16歳までの能力混合グループを教え、クラスのサイズは10人から35人までさまざまでした。ここでは、その経験から学んだ5つの教訓をご紹介します。

フランスで 英語 を教えるのはどんな感じですか?
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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. 流れに身を任せる

「一部のクラスでは、何时间もかけて教材を準备しましたが、生徒たちが楽しめなかったときにはがっかりしました。良い日もあれば、失败したと思った日もあります。レッスンの计画に1时间かかることもあれば、2分だけかかることもありますが、挑戦し続けてください。

「私がこれまでに教えた中で最高のレッスンの1つは、SENグループと一緒に動物をテーマにしたものでした。私は土壇場でフラッシュカードをいくつかまとめ、生徒たちはレッスン中ずっと名前を覚えたり、動物の鳴き声を出したりして過ごしました。その後、彼らはそれが今までで最高の 英語 レッスンだったと言いました。」

2. 英語 文化を理解することはモチベーションを高める要素です

「アフタヌーンティーや山高帽のことを言っているわけではありませんが(それは役に立ちますが)、重要なことは、学生に 英語がどのようなものかについての考えを与えることです。私は 英語 食べ物を持ってきて、生徒たちにお気に入りの 英語語音楽(ビートルズの「She's Leaving Home」に合わせて生徒たちが歌うのを見るのは特に楽しかった)やスポーツのヒーロー、さらには王室について話すように促しました。私は生徒たちに 英語 を学ぶことにワクワクしてもらいたかったのですが、そのための最善の方法は、彼らに 英語 文化についての本当の考えを与えることでした。」

3. 生徒から学ぶ

「教え始めたとき、生徒がどのように言语を学ぶかについて良い考えを持っていると思いました。私はなんて间违っていたのでしょう。生徒の声に耳を倾けることで、生徒が最も恩恵を受けるレッスンを作成する方法を学ぶことができます。」

4.オーディエンスに合わせて调整する

「私は、できるだけ年齢層に適したレッスンにしようと努めました。当時、携帯電話は比較的新しく、生徒たちは「C U L8R」が「またね」を意味することを知ってとても興奮していたので、私が教えた最も人気のあるレッスンの1つはテキストメッセージでした。

「政治のような重いトピックを教えることを提案した先生もいたので、ディベートを導入して、生徒たちが自分自身を表現する方法を学べるように、より楽しく 英語しました」

5. それは本当に人生を変える経験です

「 英語 を教えることは非常にやりがいのあることですが、大変な仕事でもあります。私が学んだ最大の教訓の一つは、自信です。毎日落ち着きのない学生のグループの前に立ち、無傷でそれを乗り越えることができれば、何でもできます!諦めようと思った日もありましたが、面白い人たちにたくさん出会い、フランスやフランス文化について多くのことを教えてくれました。私は世界の経験を変えるつもりはありません。」

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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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    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.

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    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.

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