Ürkütücü İngilizce deyimler ve deyimler

Cadılar Bayramı süsleriyle kaplı bir evin ön kapısına merdivenlerden yukarı koşan kostümlü bir kız

Yapraklar altın rengine döndükçe ve hava berraklaştıkça, oynamak için ortaya çıkanlar sadece hayaletler ve hortlaklar değildir. Cadılar Bayramı yılda yalnızca bir kez olabilir, ancak ürkütücü deyimler ve ifadeler hakkında bilgi edinmek, yıl boyunca dil yolculuğunuza heyecan verici bir dokunuş katabilir. Öyleyse, meşalenizi alın ve içeri girelim.

Ürkütücü İngilizce deyimler ve deyimler
Gizlilik ve çerezler

İçeriği izleyerek, ɫèAV'ın bir yıl boyunca pazarlama ve analiz amacıyla izleyici verilerinizi paylaşabileceğini ve bunu çerezlerinizi silerek geri alabileceğinizi onaylamış olursunuz.

Bir şansın hayaleti

Anlamı: Başarı olasılığı yok denecek kadar az

Bir "şansın hayaleti" olduğunda, başarı şansınızın o kadar zayıf olduğu anlamına gelir ki, neredeyse bir hayalet kadar zordur. Yine de dil öğrenme hedeflerinizde durum kesinlikle böyle değil.

Dolaptaki iskelet

Anlamı: Gizli veya utanç verici bir sır.

Dolaplarda saklanan iskeletler gibi, hepimizin sırları var. Hayatımızın bu gizli yönleri kişisel dolaplarımızdaki iskeletlerdir. İngilizce dilinde, bu deyim konuşulmayan konuları veya herkesten gizlenmiş rahatsız edici gerçekleri ifade eder. Korkmayın, bu herhangi bir gerçek iskelet içermiyor.

Şeytanın avukatı

Anlamı: Bir konunun karşı tarafını tartışmak, genellikle tartışmaya neden olmak.

Aslen Latince 'advocatus diaboli' teriminden. Şeytanın avukatı, eleştirel düşünmeyi teşvik etmek için bir tartışmada bir bakış açısına meydan okuyan kişidir. Sunulan bir fikrin veya argümanın gücünü test etmek için karşı argümanlar ortaya koyarlar.

İti an çomağı hazırla

Anlamı: Bahsettiğiniz bir kişi beklenmedik bir şekilde ortaya çıktığında.

Bir konuşmada bahsedilen birinin veya düşüncenin hemen ortaya çıkması veya gelmesi tesadüfü hakkında yorum yapmak için kullanılır.

Örneğin, kendinizi bir dil öğrenmekle ilgili bir sohbetin içinde bulabilirsiniz, ancak söz konusu dili akıcı bir şekilde konuşan bir kişinin birdenbire ortaya çıkması için.

Cadı saati

Anlamı: Cadıların en aktif olduğuna inanılan gecenin saati

Büyücülük saati kişiden kişiye değişebilir. Bazıları şafakta ilham bulurken, diğerleri gece yarısının sessizliğini tercih eder. Ancak geleneksel olarak, genellikle günün erken saatlerinde, sabah 3 civarındadır. Korku filmlerinin hayranıysanız, yaklaşan bir doğaüstü olaya işaret etmek için sabah 3 civarında uyanma mecazını biliyor olabilirsiniz.

Mezarlık vardiyası

Anlamı: Gecenin geç saatlerini, genellikle gece yarısından sabah 8'e kadar kapsayan bir iş vardiyası.

Hala zaman konusunda, mezarlık vardiyası adını kapsadığı ürkütücü saatlerden ve çalışmak için yalnız ve zorlu bir zaman olabileceği gerçeğinden alıyor. Bu terim, istihdam bağlamında yaygın olarak kullanılmaktadır. Terim muhtemelen adını, mezarlıkların ve mezarlıkların sessiz ve hareketsiz olduğu zamanları kapsadığı için almıştır.

Geçmişteki hataların peşini bırakmadı

Anlamı: Geçmişteki hatalar veya pişmanlıklar nedeniyle sürekli sıkıntı veya yük altında.

Bu terim, geçmişteki hatalar, gaflar veya yanlışlıklar nedeniyle sürekli olarak sıkıntılı veya yük altında hissetmeyi tanımlar. Kişinin bundan rahatsız olduğunu veya 'perili' olduğunu ima eder. Örneğin, utanç verici bir dil hatası veya kültürel bir hata sizi rahatsız edebilir.

Hayalet kasaba

Anlamı: Issız ve hiç kimsenin olmadığı bir yer.

, bir zamanlar nüfuslu veya yoğun bir yeri tanımlamak için kullanılan ve önemli ölçüde azalan veya tamamen terk edilen bir terimdir. Boş sokaklar, boş binalar ve genel olarak sakinlerin veya faaliyetlerin yokluğu onları karakterize edebilir.

Bir örnek, altın madenleri kuruduktan sonra genellikle terk edilen Amerikan Gold Rush'ın birçok hayalet kasabasıdır. Binalar hala ayakta, ancak içlerinde kimse yaşamıyor.

İngilizce dil öğrenimini daha da derinleştirdikçe, ürkütücü deyimler ve ifadeler eklemek, konuşmalarınıza daha fazla keyif ve karmaşıklık getirebilir. Bu nedenle, dilin rahatsız edici tarafını keşfetmekten çekinmeyin. Heyecan verici olacağı garanti edilen bir yolculuktur.

İletişimin ruhları, dillere hakim olma yolunda size rehberlik etsin.

ɫèAV'dan daha fazla blog

  • A girl sat at a laptop with headphones on in a library

    5 myths about online language learning

    By Steffanie Zazulak
    Okuma zamanı: 3 minutes

    Technology has radically changed the way people are able to access information and learn. As a result, there are a great number of tools to facilitate online language learning – an area that’s been the subject of many myths. Here we highlight (and debunk) some of the bigger ones…

    Myth #1: You will learn more quickly

    Although online learning tools are designed to provide ways to teach and support the learner, they won’t provide you with a shortcut to proficiency or bypass any of the key stages of learning.Although you may well be absorbing lots of vocabulary and grammar rules while studying in isolation, this isn’t a replacement for an environment in which you can immerse yourself in the language with English speakers. Such settings help you improve your speaking and listening skills and increase precision, because the key is to find opportunities to practise both – widening your use of the language rather than simply building up your knowledge of it.

    Myth #2: It replaces learning in the classroom

    With big data and AI increasingly providing a more accurate idea of their level, as well as a quantifiable idea of how much they need to learn to advance to the next level of proficiency, classroom learning is vital for supplementing classroom learning. And with the Global Scale of English providing an accurate measurement of progress, students can personalise their learning and decide how they’re going to divide their time between classroom learning and private study.

    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, ɫèAV’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.

  • Two teenagers sat at a desk in a classroom working together in front of a laptop

    My lifelong learning journey: Why learning English never stops

    By Zarela Cruz
    Okuma zamanı: 4 minutes

    My journey with English began in the unlikeliest of places: a mining camp in southern Peru. As a child, I was fascinated by American culture – the movies, the music, the seemingly limitless world that English opened up. For me, the language was a gateway leading to a deeper understanding and feeling of belonging, making me part of their culture.

  • 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?

    By
    Okuma zamanı: 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 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.