学习者の語学学習の評価と追跡

色猫AV Languages
教師が本を持って教室の前に立ち、生徒を指差した。生徒は机に座り、両手を上げます。

所要时间:約 4 分

語学の先生としてのあなたの目標は、知識を伝えるだけでなく、流暢さへの変革の旅にを学习者を導くことです。学習の進捗状況の評価と追跡は、単なる日常的な作業ではなく、教育者と学习者の両方に力を与える動的なプロセスです。

今日の語学学習ブログ投稿では、言語教育における評価の重要性を探り、学习者の言語発達を追跡および評価する方法に関する貴重な洞察を提供します。

利点

インフォームド?インストラクション

定期的な評価により、先生は個々の学习者のニーズに合わせて指導を調整できます。長所と短所を特定することで、教育者は教授法を適応させ、よりパーソナライズされた効果的な学習体験を促進することができます。

モチベーションを高めるツール

アセスメントの結果は、学习者のモチベーションを高めるのに非常に役立ちます。小さな進歩でも、自信を高め、学習に対する前向きな姿勢を促すことができるため、認識する必要があります。サクセスストーリーを共有し、成果を祝い、語学教室内で継続的な改善の文化を育むことが重要です。

成长へのフィードバック

アセスメントのフィードバックは、学习者が自分の長所と短所を明確に把握できるようにすることで、スキルを向上させるのに役立ちます。先生は、このフィードバックを使用して、学习者が学習の過程に責任を持つように促し、言語的な困難に直面しても回復力のある成長マインドセットを育むことができます。

追跡と评価の方法

多様な評価方法(Diverse assessment methods)

言語学習の多面的な性質を捉えるために、さまざまな評価方法を採用します。従来の試験に加えて、スピーキング評価、プロジェクトベースの評価、共同活動を統合します。この多様性により、学习者の言語能力を包括的に理解することができます。

例: ターゲット言语での调査、プレゼンテーションの作成、创造的な表现(演剧やビデオなど)のデモンストレーションを含むプロジェクトを割り当てることを検讨してください。言语スキル、创造性、批判的思考などのさまざまな侧面を评価します。クラスの兴味やモチベーションに合わせてプロジェクトを设计します。

形成的評価(Formative assessments)

形成的評価を教育戦略に統合します。クイズ、クラスディスカッション、短い作文課題などの継続的な評価により、リアルタイムのフィードバックが提供されます。たとえば、学习者が特定の概念に苦労していることに気付いた場合、形成的評価を使用して、教育アプローチの有効性を評価し、必要な調整を行うことができます。

例: 授業中に定期的な小テスト、投票、または簡単な評価を実施して、学习者の理解度を評価します。クイックチェックを使用して学习者の理解度を測定し、それに応じて指導方法を調整します。これにより、指導方法をリアルタイムで調整し、効果的なレッスンを提供することができます。

ポートフォリオ評価(Portfolio assessment)

言語ポートフォリオを維持するよう学生に奨励します。これらのポートフォリオには、執筆作品のサンプル、録音された会話、言語学習の過程の振り返りを含めることができます。ポートフォリオ評価は、進捗状況の全体像を提供し、学习者に成果の具体的な記録を提供します。

例: 定期的にポートフォリオのレビューを実施して、進捗状況について話し合い、目標を設定します。学习者がどれだけ進歩したかを示すために、頻繁に振り返るよう促します。?

自己评価(厂别濒蹿-补蝉蝉别蝉蝉尘别苍迟)

学习者が自己評価できるようにしましょう。言語スキルを振り返り、目標を設定し、自分の進歩を評価するよう促します。また、自己評価は、学習プロセスにおける責任感と自立心を育みます。学习者が自分の進歩に責任を持つと、教育への投資が増え、目標を達成する可能性が高くなります。

例: 語学学习者に自己評価チェックリストまたはルーブリックを提供して、習熟度を評価し、個人的な目標を設定します。

テクノロジーの統合(Technology integration)

言语学习プラットフォームの分析と进捗レポートを使用して、データに基づいた意思决定を行います。时间を节约し、信頼性の高い最新のレポートを提供できるのは素晴らしいことです。?

例:课题、クイズ、追跡机能が组み込まれた共同プロジェクトにオンラインプラットフォームを使用します。私たちの学习プラットフォームである 色猫AV English Connect(PEC)は、学习者の進捗状況を追跡するのに役立ちます。

文化プロジェクト(Cultural projects)

文化プロジェクトは、学习者が学んでいる言語のより広い文脈に学习者を惹きつけるための素晴らしい方法です。

これらのプロジェクトには、言语に関连する文化的惯习、伝统、または歴史的出来事の研究が含まれる场合があります。

?

学习者は、文化的なプロジェクトに参加することで、文化的なニュアンスをナビゲートし、多様な視点を理解し、異なる文化的文脈で効果的にコミュニケーションをとる方法を学びます。このようなプロジェクトは、学习者が言語との個人的なつながりを形成し、理論と実際の応用の間のギャップを埋め、言語学習をより有意義なものにするのに役立ちます。

例: ターゲット言语の特定の文化的侧面を探求するプロジェクトを割り当て、文脉に対するより深い理解を促します。これらは、それがどれだけうまく提示されているか、その明确さ、および事実がどれだけ正确であるかで评価できます。

ピアレビュー(Peer reviews)

ピアレビューは、言語学習教室内のコミュニティ意識を促進する貴重な実践です。学习者同士が協力し合い、お互いに建設的なフィードバックをすることで、言語能力の向上につながります。これにより、学习者同士が互いのレベルアップに積極的になり、互いの長所と短所から学ぶ共同学習環境が生まれます。

学习者は、仲間が自分の作品をレビューしてくれることがわかっている場合、課題にもっと力を入れることがよくあります。このように説明責任が高まることで、仕事の質が向上し、言語学習へのコミットメントが高まる可能性があります。

例:?学习者が互いの筆記または口頭の課題についてフィードバックを提供するピアレビューセッションを実施します。建設的な批判を奨励して、コラボレーションと学習を強化します。恥ずかしがり屋の学生に対応するために、このプロセスは匿名にすることができます。

?

言語学習の進捗状況を評価および追跡することは、効果的な言語教育に不可欠であり、教育者と学习者の間の継続的な相互作用が必要です。

多様な評価方法を活用し、絶え間ない改善の文化を育むことで、語学教師は学习者を言語の流暢さに導く上で重要な役割を果たします。語学学习者が成功を祝い、課題を克服するのを助けることは、彼らが熟練したスピーカーであるだけでなく、生涯にわたる言語愛好家になるのにも役立ちます。

学习プラットフォームであるPECに加えて、学习者の進捗状況を追跡し、英語レベルを認定するのに役立つさまざまな英語アセスメントとコースを提供していますので、学习者に最適なソリューションを見つけるために、私たちのさまざまなツールを探索してください。??

ピアソンからのその他のブログ

  • A classroom scene with a teacher and diverse students engaged in learning, using laptops on desks, in a brightly lit room.

    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.

  • Four young adults are sitting together outdoors, engaged in conversation with books and a smartphone, near a modern building.

    10 top study tips for neurodivergent learners

    投稿者
    所要时间: 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:

  • Two young women sat together studying and smiling while looking at a notepad

    Confidence beyond the classroom: Soft skills for the future

    投稿者
    所要时间: 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 色猫AV – 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.

    色猫AV’s support for educators and students

    I’m excited about 色猫AV'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, 色猫AV 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.?