インターンシップ:どのように言语スキルを向上させるか

色猫AV Languages
インターンはモニターに囲まれたテーブルに座り、同僚と話していました

インターンシップや実務経験は、職場でのスキルを向上させたり、履歴書に付加価値を与えたり、職場や職業が自分に合っているかどうかを実感したりするなど、さまざまな方法で役立ちます。また、言語スキルの開発にも非常に役立ちます。 言語 開発は、教室をはるかに超えた継続的なプロセスです。語学コースや教科書が必要になることがよくありますが、インターンシップや職場体験などの実社会での経験も、人の言語能力を形成する上で重要な役割を果たします。就職を決意した学生や卒業生、または単にリスキリングをしたい人など、言語能力の向上に役立ちます。 Today 、インターンシップや実務経験が人の言語学習スキルにどのように役立つかを探ります。

インターンシップが語学力にどのように役立つか
再生
プライバシーとクッキー

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。

実生活に没头

イマージョンによる言語学習は、最も効果的な方法の1つです。ターゲット言語が日常的に話されている環境でインターンシップや職場体験に参加することで、学生や専門家は本物の言語使用に触れることができます。著名な言語学者であるStephen Krashen氏によると、言語が豊富な環境に没頭することで、言語習得が大幅に向上するそうです。

実用化

インターンシップや就业体験への参加は、语学力の向上を目指す个人にとって非常に有益です。スキルを适用するための実践的な现実世界のシナリオを提供するだけでなく、レポートの作成、会议の开催、同僚やクライアントとのコミュニケーションなど、特定のタスクに言语を使用することを强制します。このような実践的な経験は、个人が専门的な环境で言语能力を练习し、向上させることができる理想的な学习环境を作り出します。

业界固有の用语

さまざまな分野や业界には、それぞれ固有の用语やフレーズがあります。これらの専门用语は、业界内で効果的なコミュニケーションをとるために重要です。个人がインターンシップや就业体験プログラムに参加すると、これらの独特の言语のニュアンスにさらされます。この経験により、これらの业界で使用される特定の言语に精通し、语汇を増やすことができます。さらに、业界固有の语汇に精通していることは、専门用语の理解を深め、将来のキャリアアップに役立ちます。

コミュニケーションスキル

明確で効果的なコミュニケーションは、あらゆる職業の重要な側面です。 仕事 経験は、多様なコミュニケーションの文脈でビジネス 英語 を磨く多くの機会を個人に提供します。これには、同僚、上司、クライアントとの関わりが含まれ、対人スキルとソフトスキルの成長を促進します。パンデミックの後遺症がに大きな影响を与え?ていることを考えると、?この利点の重要性を见落とさないことが重要です。

异文化理解

言語 と文化は密接に絡み合っています。インターンシップや就業体験に参加することで、言語を習得するだけでなく、それに関連する習慣や文化の理解も得られます。この文化的認識は彼らの言語スキルを高め、特に異文化環境において、より効果的なコミュニケーターになります。日常生活で異なるバックグラウンドを持つ人々と交流する機会がない人にとって、職場は異文化を学ぶ絶好の機会です。

インターンシップや就労体験は、人々が言語スキルを伸ばす素晴らしい機会です。実際の言語の文脈に飛び込み、业界固有の用语を学ぶ機会が得られるため、コミュニケーションスキルを向上させ、文化をよりよく理解するのに役立ちます。これらの経験に積極的に参加することで、言語能力を大幅に向上させ、今日の現代社会で成功するキャリアに備えることができます。ですから、インターンシップを検討している場合は、思い切って、スキルを向上させるこれらの素晴らしい機会をお見逃しなく。オンラインや ?や などの奥别产サイトで多くのリストを见つけることができます。

参考文献?出典?

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    Myth #1: You will learn more quickly

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    Myth #2: It replaces learning in the classroom

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    Myth #3: It can’t be incorporated into classroom learning

    There are a huge number of ways that students and teachers can use the Internet in the classroom. Meanwhile, 色猫AV’s online courses and apps have a positive, measurable impact on your learning outcomes.

    Myth #4:?You can't learn in the workplace

    Online language learning is ideally suited to the workplace and we must create the need to use the language and opportunities to practise it. A job offers one of the most effective learning environments: where communication is key and you’re frequently exposed to specialized vocabulary. Online language learning tools can flexibly support your busy schedule.

    Myth #5: Online language learning is impersonal and isolating

    A common misconception is that online language learning is a solitary journey, lacking the personal connection and support found in traditional classrooms. In reality, today’s digital platforms are designed to foster community and real interaction. With features like live virtual classrooms, discussion forums and instant feedback, learners can connect with peers and educators around the world, building skills together.

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    Is game-based learning technology a waste of time?

    投稿者
    所要时间: 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 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.

    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.