Global Scale of English: Dil eğitiminde yeniliklerle dolu bir on yıl

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Konfetilerle kutlama yapan bir grup kadın
Okuma zamanı: 4 dakikadır.

Bu ay, Global Scale of English (GSE) 'in piyasaya sürülmesinden bu yana geçen 10 yılı ve nasıl bir yolculuk olduğunu gösteriyor. Bu önemli dönüm noktasını kutlarken, son on yılda elde edilen her şeyi düşünmenin ve dünya çapında dil öğrenimi, öğretimi ve değerlendirmesinin ilerlemesine katkıda bulunan çalışmalardan gurur duymanın zamanı geldi.

GSE 10 yılı
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.

Global Scale of Englishnedir?

GSE, hem bir yeterlilik ölçeği hem de öğrencilerin İngilizce seviyelerinin ayrıntılı bir şekilde anlaşılmasını sağlamak için tasarlanmış bir dil çerçevesidir. Kapsamlı küresel araştırmaların sonucudur ve öğrencilerin becerilerine ilişkin benzersiz bilgiler sunmak için CEFRgibi diğer dil ölçüm araçlarının ötesine geçer.

GSE, öğrencinin hassas bir şekilde yerleştirilmesini ve ölçülebilir ilerleme takibini sağlar. Öğrencilerin İngilizce dil yeterlilikleri hakkında somut bilgiler sağlayarak motivasyonu ve güveni artırır.  

Öğrencileri doğru bir şekilde yerleştirin: Okuma, yazma, dinleme ve konuşma becerilerini 10-90 arası basit ölçekte kolayca belirleyin.

İlerlemeyi ölçün ve hızlandırın: Ölçeğin her noktasında öğrencilerin 'neler yapabileceğini' tanımlayan öğrenme hedefleri, kişiselleştirilmiş öğrenme yolculuklarının, kısa vadeli öğrenme hedeflerinin oluşturulmasını ve bu hedeflere yönelik ilerlemenin izlenmesini sağlar.

Sadece on yıl içinde GSE , farklı öğrenme aşamalarında ve dillerde eğitimcileri, öğrencileri ve işletmeleri destekleyecek şekilde büyüdü. Şimdi, Küresel Dil Ölçeği (GSL) ile Fransızca, Almanca, İtalyanca ve İspanyolca öğrenenleri de destekliyor.

GSE'nin evrimi 

İlk 100 yeni GSE Öğrenme Hedefi setinden, şimdi okul öncesinden akademik çalışma ve çalışma için İngilizce öğrenen yetişkinlere kadar her tür öğrenci için yaklaşık 4.000 hedefimiz var. Kaynaklarımız, tümü GSEuyumlu kapsamlı dilbilgisi ve kelime bilgisi veritabanlarını, metin analiz yazılımlarını ve mesleğe özel araçları içerir.

Dünyanın dört bir yanındaki binlerce insanın desteği olmasaydı bugün bulunduğumuz yerde olamazdık. Bu, araştırmacıları, psikometristleri ve yeni öğrenme hedeflerini derecelendirmek ve doğrulamak için bizimle işbirliği yapan 6,000 + öğretmenlerini içerir.

Önemli kilometre taşları

GSE'ın yolculuğu, büyümesini ve küresel dil eğitimi üzerindeki etkisini vurgulayan birçok önemli kilometre taşı ile işaretlenmiştir. İşte GSE ne kadar ilerlediğini göstermek için birkaç önemli başarı.

Planlar ve çerçeveler: GSE kaynaklar, dil öğrenme süreci için rehberlik ve destek sağlar. İlkokul Öncesi Öğrenme Hedefleri, Genç Öğrenci Öğrenme Hedefleri, ۱پş쾱 Öğrenme Hedefleri, Akademik Öğrenme Hedefleri ve Mesleki Öğrenme Hedefleri dahil olmak üzere temel eğitim çerçeveleri, tüm bağlamlarda ve her yaş için İngilizce öğretimi desteklemeye yardımcı olmak için geliştirilmiştir. ğپ etkili dersler vermek, müfredatları planlamak, öğrenmeyi şekillendirmek ve dersleri daha da geliştirmek için bu çerçeveleri kullanabilirler.

Tanınma ve ödüller: Avrupa Konseyi (CEFR), EAQUALS, NEAS ve ACCET gibi diğer eğitim kurumları tarafından GSE tanınması, dünya çapındaki eğitim camiasındaki itibarını güçlendirmiştir.

Ayrıca, GSE'ın 2020'de British Council ELTons Öğretmen Kaynaklarında Yenilik Ödülü'ne aday gösterilmesi, değerini ve artan tanınırlığını daha da göstermektedir.

Araçlar ve uygulamalar: Öğretmenler ve öğrenciler GSE Toolkit ve GSE Text Analyzer'dan yararlanabilir. Bu araçlar, eğitimcilerin ve öğrencilerin en iyi şekilde yararlanmaları için yararlı kaynaklar sağlar GSE. GSE İş Profilleri aracı, dil öğrenimini belirli iş gereksinimleriyle birleştiren yenilikçi bir kaynaktır.

Küresel Diller Ölçeği genişlemesi: Sadece İngilizce ile de bitmiyor. GSE'ın genişlemesi artık Fransızca, Almanca, İspanyolca ve İtalyanca için Küresel Dil Ölçeği'ni (GSL) içeriyor ve bu da birden fazla dilde dil öğrenenleri ve eğitimcileri destekleme taahhüdümüzü gösteriyor.

Son

Global Scale of English'nin 10. yıldönümü, dil eğitiminde önemli bir kilometre taşını temsil ediyor. app'ın öğrenme programlarının önemli bir parçası olan GSE, dünya çapındaki öğrenciler için kesin, doğru ve kişiselleştirilmiş öğrenim sağlamayı amaçlamaktadır. Öğrencileri, eğitimcileri ve işletmeleri destekleyeceğimiz bir on yıl daha geçirmeyi dört gözle bekliyoruz.

Bugün GSE hakkında bilgi edinin ve eğitim yolculuğunuzu nasıl geliştirebileceğini öğrenin.

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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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    Confidence beyond the classroom: Soft skills for the future

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    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.