トーキングテクノロジー:21世纪のコミュニケーション戦略を教える

Ken Beatty
教室で若い生徒にタブレットを握っている教師は、テーブルに座っていました
所要时间: 4分间

息子が夏の仕事としてウェブコンサルティングビジネスを立ち上げたとき、私は彼のために名刺を作ってもらうことを申し出ました。「ああ、お父さん」と彼は言った、「名刺は本当に20世纪的だよ!」

それは、コミュニケーションの规范が絶えず変化していること、そして私たちが使用するテクノロジーも変化していることを思い出させる耻ずかしいことでした。若い世代は、名刺ではなく、携帯电话のソーシャルメディアアプリで连络先情报を共有しています。同様の変化は、ファックス番号が记载された名刺からの移行です。「ファックスって何?」と息子が寻ねるかもしれません。

ファックス机は惊くほど长い寿命を持っていました(最初のファックス机は1843年に発明されました)が、电子メールの添付ファイルを介してドキュメントの画像を送信するのが简単であるため、ほとんど引退しています。

1992年のテキストメッセージの発明など、より最近のテクノロジーはここにとどまるように见えます が、絵文字などの革新で进化し続けています。絵文字は、日本语の e (写真)と 文字 を组み合わせた名前の1998年の革新です。

55/38/7ルールと3つの颁

テクノロジーの変化は、言语教师が学问、ビジネス、社会的な环境で効果的に行动するために必要な形式と戦略を生徒に準备させるのに苦労しています。これらの课题は、コミュニケーションに関する特定の规范がなぜあるのかという疑问から始まります。これらの规范は、コミュニケーションの 文化 を形成します。

アーティスト/ミュージシャンのブライアン?イーノは、文化を 「私たちがやらなくてもいいこと」と定义 しています 。歩かなければならないかもしれませんが、踊る必要はありません。したがって、ダンスは 文化です。コミュニケーションには、厳密には行う必要はないが、コミュニケーションをより成功させる文化的な惯习がたくさん詰まっています。これらには、 55/38/7ルール3つの颁に基づく惯行が含まれます。

55/38/7の法则は、私たちが话すときに谁かが何を闻くかについてのものであると误解されることがよくあります。これは、カリフォルニア大学の教授が、私たちの态度、感情、信念が谁かの発言に対する信頼にどのように影响するかを调べた洞察を指しています。

惭别丑谤补产颈补苍氏は、言叶がメッセージに与える影响はわずか7%に过ぎないと示唆しています。声のトーンが38%を占め、颜の表情を含むボディランゲージが残りの55%を占めています。その结果、生徒たちは何を言っているかよりも、どのように言っているが重要になることがあります。

この非言語コミュニケーションを別の方法で見るのは、3つの颁、 つまりコンテキストクラスターおよび一致の観点からです。

コンテクスト とは、コミュニケーションが行われる环境、话し手间の既存の関係、および彼らが持つ役割に関するものです。例えば、パーティーで外科医に会った场合と、手术室で头を切开しそうになる同じ外科医に会った场合とでは、これらの各要素がどのように変化するか想像してみてください。

クラスターは 、メッセージを构成するボディランゲージ表现のセットです。谁かに向かって歩きながら微笑むのと、慎重に后ずさりしながら微笑むのとは大违いです。

合同とは 、ボディランゲージが话し手の言叶とどのように一致するか、または一致しないかを指します。人々は「もちろん!それは可能だ!」と无意识のうちに首を横に振っているのは、おそらく真実ではないでしょう。

コミュニケーションの文化は、新しいテクノロジーにどのように変换されますか?携帯电话のテキストは、それ以前の19世纪の电信メッセージと同様に、その意味を正确に伝える必要があります。

仮想会議 (Teams や Google ハングアウトなど) では、生徒は、共有する言葉よりも声のトーン、顔の表情、ボディ ランゲージが重要である可能性があることを理解する必要があります。

一つの不変のものとしての礼仪正しさ

バーチャル会议におけるもう一つの重要な悬念事项は、 礼仪正しさです。以前、新しい教科书の準备として、大学の先生方の兴味を引くトピックの募集に関わったことがあります。私は、何人かの教师が 礼仪正しさを教える必要性を认识していることに惊きました。教师たちは、ソーシャルメディアの简洁さが、生徒が知らず知らずのうちに要求に対して失礼な态度をとることが多いことを指摘しました(典型的なメールは「私の成绩はどこだ!」です)。さらに、そのような唐突さは、彼らの対面での交流にも及んでいました。

礼仪正しさには、 礼仪正しさ、他人と仲良くすること、そして年齢、教育、业绩を通じてそれを获得した可能性のある人々に敬意を示す敬 が含まれます。しかし、礼仪正しさは、説得に関する戦略や、積極的に耳を傾ける方法、ポイントを明確にして詳しく説明することで他のスピーカーと関わる方法、さまざまな種類の質問をする方法にも関連しています。

オンラインでも対面でも、学生が丁寧に话を遮ることができなかったり、いつ闻くのが良いかを知らなかったりすると、彼らが言わなければならないことは何でも悪い意见の法廷で失われます。

これは、セミナーの场やビジネスミーティングなど、学生がグループで交流する必要がある学术的およびビジネス的な文脉に备える场合に特に重要です。その中で、生徒はリーダーシップを発挥したり、メモを取ったり、集団の考えに挑戦するための悪魔の代弁者を演じたりするなど、さまざまな役割を引き受けることができる必要があります。

学生をプロジェクト作业に参加させる

ロールプレイは、学生の间でこれらの戦略に対する认识を高めるのに役立ちますが、一般的な学术交流やビジネス交流で见られるさまざまな役割を引き受けるだけでは十分ではありません。生徒は、各ロールプレイセッションの后に振り返り、どの戦略が成功したかを推测できる必要があります。

テクノロジーベースのプロジェクトは、学生がさまざまなコミュニケーション戦略に取り组むのにも役立ちます。たとえば、ピアソンのシリーズである StartUpは、さまざまなテキストメッセージや奥别产ベースの研究タスクを散りばめることで、各ユニットにテクノロジーを取り入れています。また、学生が携帯电话を使用して画像やビデオを収集し、その结果をプレゼンテーションで共有して批判的思考を养うマルチメディアプロジェクトもあります。

例えば:

自分だけの动画を作る

ステップ 1 お気に入りのレストランや食事を选んでください。

ステップ 2 30 秒の動画を作成します。食事について話してください。あなたが何を食べ、何を飲むかを説明してください。なぜそれが好きなのか説明してください。

ステップ 3 动画を共有します。质问に答え、フィードバックを得ます。

このシンプルなプロジェクトは、无意识のうちにユニットの语汇と文法を强化します。また、学生は日常生活で话す必要があること、この场合は地元の食べ物などに基づいてプロジェクトをパーソナライズすることもできます。これは、各学生のプレゼンテーションが一意であることを意味します。エッセイの课题とは异なり、学生は自分の作品が他の学生に见られ、自分だけが答えることができる质问をされることを知っているため、満足するまでいくつかのバージョンを作成するために一生悬命働く倾向があります。

これらすべてにより、学生はスピーキング戦略だけでなく、适切な颜の表情やボディランゲージの戦略も考虑する必要があります。同様に、质问をしながら他の人のプレゼンテーションを闻くときも、アクティブリスニング戦略を使用する必要があります。テクノロジーが进化し続ける中、教师は新しいアプリケーションを教育に统合し、生徒が自由に使えるツールを使ってコミュニケーションする方法を学ぶ必要があります。

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    Is game-based learning technology a waste of time?

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    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.

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    10 top study tips for neurodivergent learners

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    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.

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    Confidence beyond the classroom: Soft skills for the future

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    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.?