Dil ve istihdam edilebilirlik becerileri: Eleştirel düşünme, yaratıcılık ve iletişim

Ken Beatty
Gülümseyen bir grup bayana ayakta duran ve gülümseyen bir sunucu bir masaya oturdu

Neden bir dil öğrenmelisiniz?

Çoğu için, akademik çalışmaların bir parçası. Bazıları için eğlenceli bir sosyal fırsat. Ancak birçokları için dil öğrenimi bir iş bulmayı amaçlamaktadır.

Dil öğretmenler, öğrencilerin bir dil öğrenmeye motive olma nedenlerini her zaman dikkate almadılar. Bunun yerine, yalnızca dil öğreniminin merkezi bölümlerine odaklandılar: fonoloji (harflerin ve kelimelerin sesleri), morfoloji (kelimelerin bölümlerinin anlamı), sözlük (kelime dağarcığı), dilbilgisi (kelime sırası) ve daha az ölçüde söylem (dilin amacı).

Ancak günümüzde, dil öğretimi ve öğreniminin mekanik yönlerinin ötesinde, dil öğretmenleri ve onların öğretme ve öğrenme materyalleri, öğrencilerin motivasyonlarıyla uyumlu hale getirmeye çalışmaktadır. Bu, küresel ısınmadan ırkçılığa ve evsizliğe kadar çok çeşitli sosyal sorunları keşfetmeyi içerir. Bu konuların öğretilmesinin nedenleri, dilin kültür olduğu fikrine dayanmaktadır ve öğrenciler geniş konuları öğrenmek ve günün meseleleri hakkındaki konuşmalara katkıda bulunabilmek isterler.

İstihdam edilebilirlik becerileri

Öğrencilerin karşılaştığı ilgili bir zorluk, istihdam edilebilirlik becerileridir. Geçmişte, öğrencilere büyük ölçüde fabrika işçilerinden beklenen dil türleri öğretildi: basit talimatlar vermek ve bunlara yanıt vermek. İşitsel-dil yöntemiyle öğrenen çoğu öğrenci, "Nasılsın?" sorusunun her zaman "İyiyim, teşekkür ederim" yanıtıyla yanıtlanacağını düşünür. Gerçek şu ki, elbette, "Ben iyiyim" de diyebilirsiniz. "Şikayet edemem!" "Çok kötü değil." ya da az kullanılan ama doğru, "Kendimi çok kötü hissediyorum!"

İletişimsel Yaklaşım, bu önceden programlanmış konuşmaya meydan okudu ve işyerindeki değişiklikleri yansıttı. Robotlar ve yapay zeka ajanları giderek daha fazla fabrika işini devraldıkça, bugünün dil öğrencileri eleştirel düşünme, yaratıcılık ve geniş iletişim becerileri gerektiren işlere mezun oluyorlar. Bu beceriler nelerdir ve istihdam edilebilirlik ile nasıl ilişkilidir?

Eleştirel düşünme, sorunları daha iyi anlamak için incelemekle ilgilidir. Bazen eleştirel düşünme, öğrencilerin bir veya daha fazla alternatif arasında seçim yapmalarına yardımcı olur. Yaratıcılık ve iletişim gibi, eleştirel düşünme de hem akademik hem de istihdam durumlarında, örneğin personelin yeni bir fabrika inşa etmek için iki yer arasında karar vermeye çalışabileceği durumlarda hayati önem taşır.

Yaratıcı düşünme, yeni çözümler aramakla ilgilidir. Fabrika örneğinde, bir tekne üzerine bir fabrika inşa etmek bir çözüm olabilir, böylece hammaddelerin toplandığı yer ile satılacakları pazar arasında seyahat eder.

İletişim, fikirleri açıklamak, başkalarının görüşlerini dinlemek ve argümanları yapılandırmak için ikna edici konuşma ve yazmayı kullanmakla ilgilidir. Fabrika teknesi en iyi fikir mi? Olabilir, ancak net bir iletişim ve tartışma olmadan bir kenara atılacaktır.

İstihdam edilebilirlik açısından, app serisi Step Up yetişkin öğrencilerin karşılaştığı çeşitli ihtiyaçları özetlemektedir: "ilk işlerini almak, terfi almak, farklı bir iş bulmak, bir devamsızlıktan sonra işgücüne yeniden girmek veya alan değiştirmek için istihdam edilebilirlik becerilerini geliştirmek."

Bu ihtiyaçların karşılanması yeni öğretim ve değerlendirme yaklaşımlarını gerektirmektedir.

İşbirlikçi olun

Öğretim daha işbirlikçi hale gelmelidir. Bu, işçilerin bir makinenin değiştirilebilir parçaları olduğu fabrika modelinden ziyade, çoğu insanın ekipler halinde çalıştığı modern çalışmanın doğasını yansıtır. Günümüzde çalışanların eleştirel ve yaratıcı düşünceyi kullanarak sorunları tanımlamaları, bunları nasıl çözecekleri konusunda fikirlerini paylaşmaları ve müzakere etmeleri gerekiyor.

Olumlu değerlendirin

Benzer şekilde, değerlendirmenin, öğrencilere başarıya ulaşmak için birden fazla fırsatla bildiklerini açık uçlu yollarla gösterme fırsatlarına izin veren bir modele dönüşmesi gerekir. Öğrencileri kandırmayı amaçlayan kapalı uçlu sorular içeren testler geçmişte kaldı. Değerlendirme bugün, öğrencilere ve öğretmenleri yeteneklerinden emin olana kadar tekrar tekrar öğrenme ve deneme şansı sunmalıdır.

Bir dil ve istihdam edilebilirlik becerileri gibi ilgili yetenekleri öğrenmek, sınıfa bağlı dar bir deneyim değildir. Öğrenciler hayatları boyunca öğrenmeye ve gelişmeye devam ederler. Her şeyden çok, günümüz öğretmenlerinin rolü, öğrencilerini yaşam boyu öğrenme yoluna sokmaktır.

Öğrencilerinizi gelecekteki başarıları için ihtiyaç duydukları istihdam edilebilirlik becerileriyle güçlendirmek için Ken'in web seminerini buradan izleyin:

İstihdam Edilebilirlik: Yeni İşler, Dil Öğreniminin Dil Öğrenciler Future için Yeni İhtiyaçlar Webinar 1
Gizlilik ve çerezler

İçeriği izleyerek, app'ın bir yıl boyunca pazarlama ve analiz amacıyla izleyici verilerinizi paylaşabileceğini ve bunu çerezlerinizi silerek geri alabileceğinizi onaylamış olursunuz.

Yazar hakkında

, Yazar ve Anaheim Üniversitesi TESOL Profesörü, müfredat çalışmaları alanında doktora derecesine sahiptir. Asya, Orta Doğu, Kuzey ve Güney Amerika'da çalıştı ve ilkokuldan üniversite seviyelerine kadar dil öğretimi ve öğrenimi üzerine dersler verdi. app için 67 ders kitabının yazarı / ortak yazarı, 35 ülkede 500+ öğretmen eğitimi oturumu ve 100+ konferans sunumu yaptı Araştırma odağı eleştirel ve yaratıcı düşünmedir.

app'dan daha fazla blog

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    Is game-based learning technology a waste of time?

    By
    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

    By
    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.