Öğrencilerin tatillerde İngilizce pratik yapmalarına yardımcı olacak 5 aktivite

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İngilizce pratik yapmak, ideal olarak düzenli olarak takip edilmesi gereken bir şeydir ve okul tatil için ayrıldığında, öğrenilenlerin unutulması kolaydır. Bu fenomene yaz öğrenme kaybı denir ve her yaştan ve aşamadan öğrenciyi etkileyen bir şeydir.

Peki, öğrencilerinizi veya çocuklarınızı tatillerde dil becerilerini geliştirmeye devam etmeleri için nasıl teşvik edebilirsiniz? Uygulamalar ve çevrimiçi etkinlikler var - ancak okul tatilleri, genç öğrencilerin bağlantılarını kesmeleri ve çevrimdışı olarak biraz zaman geçirmeleri için iyi bir fırsat. İşte onlara önerebileceğiniz bazı aktiviteler. Görünürde ekran yok ve tüm aile birlikte İngilizce pratik yapmanın keyfini çıkarabilir:

Doğa yürüyüşüne çıkın

Doğa lekesi ile onları temiz havaya çıkarın. Öğrencilerinizin/çocuklarınızın bahçelerinde veya yerel parklarında bulabilecekleri şeylerin bir listesini yapın. Listeyi daha küçük yaştaki öğrenciler için basit tutabilir, ağaçlar, çimenler veya çiçekler gibi şeyleri renklere veya sayılara bağlayabilirsiniz. Daha büyük öğrenciler için, belirli ağaç, çiçek veya böcek türlerini dahil ederek aramayı biraz daha zorlaştırabilirsiniz.

Bu çevrimdışı etkinlik, İngilizce ve doğal dünya arasındaki bağlantıları güçlendirir. Çocukların gözlem becerilerini geliştirmeye yardımcı olur ve kaba motor becerileriyle birlikte doğal kelime dağarcığını geliştirir. Dahası, , doğada vakit geçirmenin çocuklar için son derece faydalı olduğunu, dikkatlerini geri kazandığını, streslerini azalttığını ve daha yaratıcı olmalarına ve öğrenmeye katılmalarına yardımcı olduğunu göstermiştir.

Bir tarifi takip edin

Bu aktivite için öğrencilerinizin/çocuklarınızın yapmaktan keyif alacağını düşündüğünüz bir tarif seçin.

Kekler veya kurabiyeler popüler seçeneklerdir - çoğu genç öğrencinin tatlıya düşkünlüğü vardır! Daha sonra ebeveynleri veya bakıcıları ile ihtiyaç duydukları malzemelerin alışveriş listesini yapabilir, süpermarketten satın alabilir ve ardından tarif adımlarını takip edebilirler.

Bu tür çevrimdışı etkinlikler, genç öğrencilerin İngilizce pratik bir şekilde kullanmalarına yardımcı olur. Kelime dağarcıklarını geliştirecek ve İngilizce dil becerilerini matematik ve fen gibi diğer becerilerle ilişkilendirecektir. Bir tarifi baştan sona takip etmek, çocuklara talimatları nasıl takip edeceklerini ve problem çözeceklerini öğretir. Ayrıca dökerken, karıştırırken ve doğrarken ince motor becerilerini geliştirir. Pastalarını fırından çıkardıklarında özgüvenleri önemli ölçüde artacak ve bu başarıyı aileleri ve arkadaşlarıyla paylaşabilecekler. Sonuçta, neredeyse herkes pastayı sever!

Bir hikaye okuyun

Okumanın çocuklar (ve yetişkinler için) için sayısız faydası vardır. Kelime dağarcığı oluşturmak, yaratıcılığı geliştirmek ve empatiyi teşvik etmek için iyidir. Dahası, okumanın gösterilmiştir. Çok fazla ekran süresi için mükemmel bir panzehir ve öğrencilerin tatillerde İngilizce seviyelerini korumaları için iyi bir yoldur. Ancak metnin seviyesinin doğru olduğundan emin olmak çok önemlidir. Çok zorsa, hayal kırıklığına uğrayacaklar ve ertelenecekler. Okumanın keyifli olması çok önemli!

Daha büyük öğrenciler bağımsız olarak okuyabilir, ancak ebeveynler / bakıcılar ile okumak için bazı kitaplar da önerebilirsiniz. Birlikte yüksek sesle okumak, yetişkinler ve çocuklar için birlikte vakit geçirmenin gerçekten olumlu bir yoludur. Çocukların benlik saygısını olumlu yönde etkiler ve okuma ile iyi ilişkiler kurar ve umarım onları bağımsız okuyucular olmaya teşvik eder.

Harita okumayı öğrenin

Bu aktivite biraz hazırlık gerektirir - ancak eğlenceli bir aktivitedir ve çocukları dışarıda ve ekranlardan uzaklaştırır! Yerel haritaları açın ve çocukların ziyaret etmek istedikleri bir yeri seçmelerini sağlayın. Ardından, rotayı tanımlamak için yol tarifi ve çevre kelime dağarcığını temel alarak İngilizcebir navigasyon rehberi oluşturabilirler.

Bir haritayı nasıl okuyacağınızı ve yönergeleri nasıl takip edeceğinizi öğrenmek mükemmel bir bilişsel ve fiziksel egzersizdir. Genç öğrencilerin problem çözmelerine yardımcı olur ve karar verme ve gözlem becerilerini geliştirir.

Bazı deneyler yapın

Evde yapmak için bazı DIY bilim deneyleri önerin. Tıpkı tarif yarışmasında olduğu gibi, öğrencilerin her şeyi ayarlamadan önce ihtiyaç duyacakları malzemelerin bir listesini yapmaları ve tüm deney bileşenlerini toplamaları gerekecektir. Ardından, İngilizce 'daki talimatları takip edecekler ve deneylerinin nasıl sonuçlandığını görecekler!

Bilim deneyleri, çocukların entelektüel merakını beslemenin ve eleştirel düşünme becerilerini geliştirmenin harika bir yoludur. Ayrıca öğrencileri problem çözmeye ve sonuçları analiz etmeye teşvik eder. Kim bilir, gelecek yıllarda bir STEM kariyerinin tohumlarını bile ekiyor olabilirsiniz!

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    Is game-based learning technology a waste of time?

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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

    Let’s begin by first addressing the term "game-based learning" and how it compares to its doppelgänger, 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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    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 ɫèAV – 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.

    ɫèAV’s support for educators and students

    I’m excited about ɫèAV'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, ɫèAV 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.