初心者のための6つの语学学习テクニック

色猫AV Languages
女性は机に座り、ノートパソコン、タブレット、開いたメモ帳で勉強していました

所要时间: 約 4 分

新しい言语を学び始めた(あるいは、学ぶ决意を固めた)のは、あなただけではありません。言语を习得するという课题に取り组むは日々増えてています。何から手をつければいいのかわからず、时には最大の学习ハードルになることもあります。

どの言语を试していても(母国语が何であれ)、学习の旅を始め、语学学习の目标を达成するのに役立つ确かな方法が常にあります。ここでは、学习を开始する际に役立ついくつかの提案を示します。

チャンキング

长い単语のリストを暗记しようとするよりも、より小さく、より管理しやすいチャンクに分割する方が効果的です。食べ物、色、日常の活动など、テーマやカテゴリごとに単语をグループ化できます。さらに、より効率的に记忆するために、ニーモニック?デバイスを使ったり、関连付けをしたりすることもできます。

たとえば、色を学ぼうとしている場合は、「ROYGBIV」という頭字語を使用して、虹の色(赤、オレンジ、黄、緑、青、藍、紫)を覚えるために「リチャード?オブ?ヨークは無駄に戦いを挑んだ(Richard of York gave battle in vain)」などのフレーズを作成できます。?覚えやすい頭字語やフレーズを作ることができます。

この手法は、ルールや概念を记忆するためにも使用できます。记忆に残るフレーズ、画像、ストーリーと関连付けることで、実际の状况で思い出して适用しやすくなります。

间隔反復システム(厂搁厂)

础苍办颈や蚕耻颈锄濒别迟などの间隔を空けた繰り返しシステムを使用して、语汇用のフラッシュカードを作成します。これらのシステムは、単语の习熟度に基づいて间隔を空けてフラッシュカードを表示するアルゴリズムを使用します。フラッシュカードを定期的に见直し、驯染みのない単语に重点を置き、记忆力を强化します。

効果的なフラッシュカードを作成するには、量よりも质を重视することが重要です。一度に大量の単语を暗记しようとするのではなく、少数の単语セットから始めて、惯れてきたら徐々に単语を増やしていきます。フラッシュカードを作成するときは、単语とその定义の両方を含めます。また、例文や画像を含めると、単语を覚えやすくなります。

定期的に何かを练习すればするほど、 に定着する可能性が高くなります。科学に基づいたこのテクニックで、时间をかけてどれだけ保持できるかに惊かれることでしょう。

ポモドーロテクニック

古典的だが本质的なテクニック、ポモドーロテクニックを使用して、学习时间を短く集中した间隔に分割します。25分间の集中的な语学练习と、5分间の休憩をタイマーでセットします。このサイクルを繰り返し、4サイクル(2时间)ごとに长い休憩を取ります。

この方法により、生产性が向上し、勉强中の集中力が维持されます。集中力がいつもより鋭くない日には最适です。

视覚学习支援

学ぼうとしている情报量に圧倒されていると感じている场合は、マインドマップやインフォグラフィックなどのビジュアルエイドを作成すると、复雑な概念を単纯化し、理解しやすくするのに役立ちます。

たとえば、新しい言语を勉强するとき、知っておく必要のあるさまざまな文法规则、动词の活用、キーフレーズを分解したマインドマップを作成すると役立つ场合があります。これにより、さまざまな要素がどのように组み合わされているかを确认し、使用する必要があるときに覚えやすくなります。また、パターンに気づくのにも最适で、概念や言语のルールを理解するのに役立ちます。

语汇ノート

ノートを指定するか、デジタルツールを使って语汇の保管场所(ボキャブラリー?レポジトリ)を作ります。テーマに基づいてセクションに分割します。たとえば、ビジネス语汇のセクション、科学用语のセクションなどを作成します。これにより、学习を整理し、特定の単语やフレーズを简単に见つけて确认できるようになります。

新しい単语に出会ったら、すぐにボキャブラリー?レポジトリに追加するようにしましょう。単语、その定义、およびコンテキストを提供する例文を含めます。また、画像や音声録音を追加して、単语の理解を深めることもできます。

自分の本をデザインすることの素晴らしいところは、好きなように、自分に最适な方法で本を提示できることです。

学んだことを思い出すために、学んだことを书くという行為が役立つと感じる人もいます。

?

ボキャブラリー?レポジトリを定期的に见直すことで、学习した単语を保持し、时间の経过とともに知识を広げることができます。ですから、毎週、语汇を復习し、新しい単语を见つけたら追加する时间を确保してください。

闻いて繰り返す

初心者向けの ポッドキャスト、 、テレビ番组、またはターゲット言语の音声対话を検索します。注意深く耳を倾け、间隔を空けて、闻いたことを繰り返します。话し手の発音とリズムを模倣します。このテクニックは、理解力と流畅なスピーキングに役立ちます。

この種のリスニング練習に役立つ無料のリソースがオンラインで多数あります。さまざまな言語で利用できる初心者向けのクリップがたくさんあるので、 YouTubeは、始めるのに最適な場所です。たとえば、スペイン語を学んでいる場合、 このようなオンラインやSpotifyで利用できるポッドキャストはたくさんあります。

これらの特定の言语学习方法は、语学学习ルーティンに组み込むと、初心者としての上达を大いに助け、轨道に乗せるのに役立ちます。さまざまな方法を试して、自分の学习スタイルに最适な方法を见つけ、それに固执してください。

奇妙に思えるものや珍しいものでも、さまざまな言语学习戦略を试すことを忘れないでください。言语スキルの向上に効果的であることに惊くかもしれません。

英语を学ぼうとしている场合は、ブログ记事「英语を学ぶ6つの简単な方法」または「新しい英语単语を学ぶ3つの方法」を必ずお読みください。

学习者向け製品にアクセスをして、語学学習アプリ をご覧ください。

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.?