Words that can't be translated into English

Charlotte Guest
A man sat in a living room with books and plants in the background, he is reading a book
Reading time: 4 minutes

While English is a rich language, there are some words from other languages that dont have a direct translation. These words often describe special feelings, situations, or ideas that are deeply connected to their cultures. For example, just as some languages have specific words for different types of weather, other languages have unique words for particular moments or emotions that are hard to explain in English. Here are some interesting examples of untranslatable words that show us the different ways people see the world.

Words that can't be translated directly into English
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Examples of untranslatable words

1. Wabi-sabi ()

?Language: Japanese?

?Origin: Zen Buddhist philosophy?

Meaning: Wabi-sabi is a way of seeing beauty in things that are imperfect and temporary. It appreciates the natural cycle of growth and decay. For example, a weathered wooden bench or a chipped ceramic bowl are beautiful because they show signs of age and use.

2. Saudade

Language: Portuguese?

Origin: From Latin "solitas" meaning solitude?

Meaning: Saudade is a deep feeling of missing someone or something you love but that is not present. It is a mix of sadness and happiness, often brought on by memories.

3. Schadenfreude

Language: German?

Origin: From "Schaden" (damage/harm) and "Freude" (joy)?

Meaning: Schadenfreude is the feeling of pleasure or satisfaction when you see someone else experience trouble or suffering. It is a complex emotion that shows the mix of empathy and rivalry.

4. Hygge

Language: Danish?

Origin: From Old Norse "hugga" meaning to comfort or console?

Meaning: Hygge is a feeling of cozy contentment and well-being from enjoying simple things in life. It is often associated with candlelit evenings, warm blankets, and spending time with loved ones.

5. Mamihlapinatapai

Language: Yaghan (Indigenous language of Tierra del Fuego)?

Origin: Yaghan people?

Meaning: This word describes the look shared by two people who both want to start something but are both too shy or hesitant to do so. It is a moment of mutual understanding and hesitation.

6. Toska

Language: Russian?

Origin: From Old Russian?

Meaning: Toska is a word that describes a deep, spiritual sadness or longing. It can range from a vague restlessness to an intense, existential yearning. It is a complex emotion that can include nostalgia and a sense of the ineffable.

7. Sobremesa

Language: Spanish?

Origin: From "sobre" (over) and "mesa" (table)?

Meaning: Sobremesa is the time spent relaxing and talking after a meal, enjoying the company of others. It is a cherished tradition in many Spanish-speaking countries.

8. G?kotta

Language: Swedish?

Origin: From "g?k" (cuckoo) and "otta" (early morning)?

Meaning: G?kotta is the act of waking up early in the morning to go outside and listen to the first birds singing. It is a celebration of nature and the peace of early morning.

9. Komorebi (ľ©)

Language: Japanese?

Origin: From "ko" (tree), "moreru" (to leak through), and "bi" (light)?

Meaning: Komorebi describes the sunlight that filters through the leaves of trees, creating a beautiful play of light and shadow. It captures a peaceful and almost magical moment in nature.

10. Meraki (̦Ŧ?ʦ)

Language: Greek

Origin: From Turkish "merak" (labor of love)?

Meaning: Meraki is the soul, creativity, or love you put into something; the essence of yourself that you put into your work. It is often used to describe the passion and dedication you pour into a task.

Borrowing words from English

Interestingly, just as English speakers sometimes struggle to find the right word for certain feelings or situations, speakers of other languages also face similar challenges. When a language lacks a specific word for a new concept or item, it often borrows from another language. English, being a dominant global language, is frequently the source of these borrowed words.

For example, Japanese has adopted many English words. Here are a few examples:

1. ԥ` (Konpyta)

Origin: English "computer"?

Meaning: This word is used in Japanese to refer to a computer. While Japanese has its own words for many things, the rapid advancement of technology brought with it new concepts that didn't have existing Japanese terms.

2. ڥѥ (Peparoni)

Origin:?English "pepperoni"?

Meaning: This word is used in Japanese to mean pepperoni, a type of spicy salami often used as a pizza topping. The concept of pepperoni was introduced from Western cuisine and the English term was adapted to fit the Japanese phonetic system.

3. ` (Aisukurmu)

Origin: English "ice cream"?

Meaning: This word is used in Japanese to refer to ice cream. The concept of ice cream was introduced to Japan and the English term was adapted to fit the Japanese phonetic system.

4. ٩`` (Erebt)

Origin: English "elevator"?

Meaning: This word is used in Japanese to refer to an elevator. As modern buildings with elevators became more common in Japan, the English term was borrowed.

These borrowed words are often adapted to fit the phonetic and grammatical systems of the borrowing language. This process of borrowing and adapting words shows how languages evolve and influence each other, enriching their vocabularies and enabling speakers to communicate new ideas.

These words show us that language is not just a way to communicate but also a reflection of the unique ways different cultures understand and interact with the world. While they may not have direct translations in English, their meanings resonate with universal human emotions and experiences. So next time you experience a moment that feels hard to describe, remember that somewhere in the world, there might be a perfect word for it.

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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.

    Game-based learning vs. Gamification: Understanding the difference

    Lets 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.

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    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 C such as Kims Game, Pelmanism and Guess Who? C 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 Barretts 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. Were making no assumptions about whether the games are being accessed in the classroom, on mobile or online at home. The blend isnt 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 Barretts 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 educators 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 C and inseparable from C ?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? Wed 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 students learning experience. Furthermore, they bring a playful and unpredictable aspect to the learning process.