Versant testleri hakkında bilmeniz gereken her şey

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Kütüphanede dizüstü bilgisayara bakan bir kadın gülümsüyor

Günümüzün küreselleşmiş dünyasında, e-posta göndermekten ve konferans görüşmelerine katılmaktan yüksek lisans eğitimine veya sosyal medyada iletişim kurmaya kadar, İngilizce günlük yaşamlarında giderek daha fazla ikinci dil İngilizce konuşmacısı tarafından kullanılmaktadır.

Bu nedenle artık birçok okul, kurum ve işletme öğrencilerinin veya çalışanlarının minimum düzeyde İngilizcesahip olmasını şart koşuyor. Bu nedenle, insanların yeterliliğini test etmek ve etkili iletişim kurmak için gereken becerilere sahip olduklarından emin olmak için hızlı ve verimli yollara ihtiyacımız var.

Versant testlerin devreye girdiği yer burasıdır. Dört sınavdan oluşan paketimiz, kuruluşun ihtiyaçlarına bağlı olarak çeşitli beceri ve yetkinlikleri test etmek için kullanılabilir. Dahası, herhangi bir yere, herhangi bir zamanda alınabilirler ve sonuçlar anında alınır - bu da işe alım veya kayıt sürecini çok daha sorunsuz bir süreç haline getirir.

Bu kılavuz, testlerle ilgili bazı sorularınızı yanıtlamanıza yardımcı olacak ve yararlı kaynaklara bazı bağlantılar sağlayacaktır.

Versant testleri nelerdir?

Versant testleri, bir bireyin dört becerinin tümünde veya bazılarında yeteneklerini ölçmek için tasarlanmıştır; konuşma, yazma, dinleme veya okuma. Uzunlukları 17 ila 50 dakika arasında değişir ve sonuçlar hemen ardından alınabilir.

Dört Versant ürün mevcuttur ve bunlar, adaylar için hangi becerilerin en uygun olduğuna veya iş ve eğitim yerlerine bağlı olarak farklılık gösterir. Örneğin, bir adayın tüm beceri seti yerine özellikle konuşma veya yazmaya odaklanmak mümkündür.

Tüm testlerde tutarlı olan bir şey, tam otomatik olmaları ve herhangi bir zamanda dünya çapında çevrimiçi veya çevrimdışı olarak sunulabilmeleridir. Puanlar, testi bitirdikten hemen sonra alınabilir - böylece sonuçlar için daha fazla acı verici beklemeye gerek kalmayacak!

Ek olarak, test paketinde başka diller de mevcuttur; Arapça, Felemenkçe, Fransızca, İspanyolca ve Havacılık İngilizcedahil.

Onlar kimin için?

Kuruluşlar, kurumlar ve şirketler, dil yeterlilik ölçütleri oluşturmak için Versant testlerini kullanabilir.

İşletmeler için, İnsan Kaynakları (İK) departmanlarının personelinin belirli bir dilde gereken seviyeye sahip olduğundan emin olmaları için basit, güvenilir ve verimli bir araçtır.

Eğitim bağlamında, testler okulların öğrencileri belirli bir programa yerleştirmeleri, ilerlemelerini ölçmeleri ve devam etmeye hazır olup olmadıklarını görmek için bir kursun sonunda seviyelerini kontrol etmeleri için mükemmel bir yoldur.

Hangi becerileri test ediyorlar?

Testlerin yapısı ve içeriği, hangisini seçtiğinize bağlı olarak değişir. Hangisini seçerseniz seçin, yanınıza almanız gereken tek şey bir bilgisayar, güvenilir bir internet bağlantısı ve dahili mikrofonlu bir kulaklıktır. Dahası, sadece konuşma testlerimizden bazıları (İngilizce, İspanyolca ve Fransızca) mobil uygulama aracılığıyla akıllı telefonunuzda da yapılabilir.

Versant English Placement Test (VEPT) en kapsamlı olanıdır ve toplamda 50 dakika sürer. Konuşma, dinleme, okuma ve yazmaya odaklanır. Dokuz görev türü, yüksek sesle okuma, tekrarlar, cümle kurma, konuşmalar, yazma, cümle tamamlama, dikte, pasajın yeniden yapılandırılmasının yanı sıra bir özet ve görüş sağlamayı içerir. Bu geniş değerlendirme yelpazesi, bir adayın telaffuzundan dilbilgisi bilgisine ve karmaşık dil kullanımına kadar dil becerisinin her yönünü değerlendirmek için idealdir.

Ancak bu, ihtiyaçlarınız için çok kapsamlıysa, daha kısa, daha odaklı alternatifler vardır:

Versant İngilizce Test (VET), konuşma becerilerini değerlendirmek için tasarlanmış 17 dakikalık bir değerlendirmedir. Bu test, bir öğrencinin cümle ustalığını, akıcılığını, telaffuzunu ve kelime dağarcığını değerlendirerek mevcut veya gelecekteki çalışanların ikinci bir dilde etkili bir şekilde iletişim kurmak için gereken standardı karşılamasını sağlayabilir.

Versant Yazma Test (VWT), adayın yazma becerilerindeki yeterliliğinin bir testidir.

Yaklaşık 35 dakika süren sınavda adaylar dilbilgisi, kelime bilgisi, organizasyon, kayıt ve uygun metinleri okuma becerileri açısından test edilir. Özetlemek, not almak ve e-postaları ikinci bir dilde yanıtlamak, günümüzde çağrı merkezleri gibi birçok işletme için çok önemlidir. Bu test, şirketlerin mevcut ve gelecekteki çalışanları için belirli yazma becerileriyle ilgili bir ölçüt oluşturmasına olanak tanıyacaktır.

Versant 4 Skills Essential, insanların giriş seviyesi işlerde bile dört dil becerisinin hepsinde usta olmaları için artan ihtiyacın farkındadır. Bu 30 dakikalık web tabanlı test boyunca adaylar, cümle oluşturma, dinlediğini anlama ve yazılı dikte gibi çeşitli görevler üstlenirler.

Kısa zaman sınırı, esnek web tabanlı yaklaşımı ve odaklanmış beceri değerlendirmesi sayesinde bu, hızlı tempolu işe alım ortamlarına uygundur ve en iyi başvuru sahiplerini mümkün olduğunca verimli ve doğru bir şekilde belirlemeye yardımcı olur.

Temel özellikler nelerdir?

Bir aday testini tamamladığında, benzersiz bir puan raporuna hemen erişilebilir. Bu, bir adayın her aşamadaki performansını, iyileştirme önerilerini ve genel bir CEFR veya GSE puanını (veya eşdeğerini) detaylandırır. Bu, gelişmiş konuşma ve metin işleme teknolojimiz sayesindedir. İnsan bir sınav görevlisine gerek yoktur, bu da puanlamanın anında yapılabileceği anlamına gelir.

Ayrıca, bu teknolojinin nesnel doğası sayesinde, sonuçlar bir denetçinin potansiyel önyargısı olmadan verilecektir. Bu, puanları çok çeşitli adaylar arasında son derece güvenilir ve tutarlı hale getirir.

Mesleki Eğitim ve Öğretim ayrıca TOEFL, iBT ve TOEIC ile uyumludur. VEPT ayrıca IELTSile hizalanmıştır.

Son olarak, ScoreKeeper yönetim aracı tüm Versant sınavlarında mevcuttur ve işletmelerin veya eğitim kurumlarının tüm adaylarının testlerini tek bir yerden yönetmesine olanak tanır. Bunu kullanarak, bir adayın konumundan bağımsız olarak testlerin atanması, listelerin yüklenmesi ve sonuçların dışa aktarılması uzaktan yapılabilir.

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    Is game-based learning technology a waste of time?

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    Okuma zamanı: 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 doppelgänger, 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.

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    10 top study tips for neurodivergent learners

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    Okuma zamanı: 5 minutes

    Every student deserves a chance to succeed. Neurodivergent students – those with ADHD, dyslexia, autism or other neurological differences – have special strengths and perspectives. But usual studying methods don’t always fit their needs. The good news is that with the right tools and strategies, neurodivergent learners can study better, feel less frustrated and reach their full potential.

    Here are a few tips to help neurodivergent learns optimize study sessions:

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    Confidence beyond the classroom: Soft skills for the future

    By
    Okuma zamanı: 3 minutes

    What do we, as teachers, need to teach effectively in these times? Well, as a teacher – but also as an ESL learner–I’ve always believed that English is not something to be studied, it’s something to be lived: it's my mantra.

    Based on that idea, throughout my career, I’ve been seeking not only academic tools that support my teaching, but also resources that turn teaching into an experience, not just a class. That’s what I found when I first discovered the GSE, and what has drawn me so closely to app – not just the textbooks, but the initiatives, research, projects, tools and more.

    Adapting to technological change

    Now, artificial intelligence was introduced into our lives not long ago, and it seems like it’s here to stay. Whether you’re a fan of it or not, we must accept that it’s part of our present – and our future. We need to learn how to use it wisely.Living the language means understanding that the world changes – and we must change with it. Technology is essential (and I love it), but there are things it simply cannot replace: creativity, communication and leadership. These are deeply human traits and, as teachers, we must not only teach them but also create environments where students connect with others and grow as people through language.

    Then, both students and teachers will be able to use their language, collaborative, leadership and empathethic skills in English-speaking environments – and these skills are crucial for thriving in the fast-paced world of technological progress.

    The power of soft skills and confidence

    There’s one experience that changed my mindset years ago – and it’s directly connected to the title of this text. The moment my English fluency truly improved was the moment I began to believe in myself. It was when I projected the version of myself I wanted to become. It was when I realized I wanted to speak to the world, and my confidence extended far beyond the classroom.

    Long story short, my perspective as a student shifted dramatically when I got my first job. That’s when I realized the value of understanding the world, being able to communicate effectively, and developing essential soft skills – skills I didn’t even realize I was learning at the time, but which have been crucial to my personal and professional growth. Today, I’m glad that education is starting to include these elements in the classroom.

    app’s support for educators and students

    I’m excited about app's latest research into GSE Soft Skills (report coming soon). The GSE provides a methodological framework and resources to enhance my teaching. It also offers answers to my long-standing questions, including tools to prepare my classes more effectively and support my colleagues in helping students master both language and professional skills.

    We must prepare our students for life beyond the classroom. By offering clear goals, role models, opportunities to practice and consistent feedback, app helps us spend less time planning and more time engaging with our learners.

    The world is moving fast – and sometimes faster than we can keep up with. By integrating creativity, communication and leadership into our lessons, we give our students the skills that employers value most and that technology can’t replace. These are the same skills that, without a doubt, helped me reach my goals.

    In my case, I didn’t learn these soft skills at a very young age – but the sooner our students do, the better. The earlier they connect with their purpose, the deeper the impact.

    When I think about myself as a teacher, I always try to remember what it was like to be a student. These tools remind me of the things I learned in my younger years – and that I now want my students to experience too. Embracing these global changes and resources allows me to better reflect who I am – not only as a teacher, but as a person.