19 resultados para alignment, corpora, translation technology, English as a Lingua Franca, academic course descriptions
Resumo:
Information and communications technology (ICT) is a broad concept, which is often discussed in relation to the development of education. More specially, ICT can be seen as a tool to help teachers individualize students’ education. Students who have literacy difficulties, such as dyslexia, are in constant need of new techniques to help them learn and new tools to make their educational development easier. The aim of this thesis is to show what views teachers have regarding using ICT in English teaching at a sample of schools in the south of Sweden. A secondary part of the aim is to see what ICT tools, or other non ICT related methods, these teachers use to improve literacy skills for students with dyslexia.This empirical study is based on interviews with six participants. Previous research within the area is presented and different aspects of ICT within the National Agency for Education in Sweden, and the English syllabus, are also discussed. The results of this thesis show that ICT is seen as a helpful tool to make education easier for both students and teachers. Tools such as ViTal, Spell Right and Legimus are being used and the participants of the study also use iPads and Chromebooks in their teaching. According to the interviews, ICT can tribute to a fun way of learning and a more individualized education. Other non ICT related methods are also used to help students with dyslexia and these are often in terms of pictures in connection to words. These findings are based on a limited number of participants in a small area of south of Sweden. Therefore, further research is needed to see if the findings can be verified with more participants, in different parts of the country.
Resumo:
This study examines the question of how language teachers in a highly technology-friendly university environment view machine translation and the implications that this has for the personal learning environments of students. It brings an activity-theory perspective to the question, examining the ways that the introduction of new tools can disrupt the relationship between different elements in an activity system. This perspective opens up for an investigation of the ways that new tools have the potential to fundamentally alter traditional learning activities. In questionnaires and group discussions, respondents showed general agreement that although use of machine translation by students could be considered cheating, students are bound to use it anyway, and suggested that teachers focus on the kinds of skills students would need when using machine translation and design assignments and exams to practice and assess these skills. The results of the empirical study are used to reflect upon questions of what the roles of teachers and students are in a context where many of the skills that a person needs to be able to interact in a foreign language increasingly can be outsourced to laptops and smartphones.
Resumo:
For those who are not new to the world of Japanese animation, known mainly as anime, the debate of "dub vs. sub" is by no means anything out of the ordinary, but rather a very heated argument amongst fans. The study will focus on the differences in the US English version between the two approaches of translating audio-visual media, namely subtitling (official subtitles and fanmade subtitles) and dubbing, in a qualitative context. More precisely, which of the two approaches can store the most information from the same audiovisual segment, in order to satisfy the needs of the anime audience. In order to draw substantial conclusions, the analysis will be conducted on a corpus of 1 episode from the first season of the popular mid-nineties TV animated series, Sailor Moon. The main objective of this research is to analyze the three versions and compare the findings to what anime fans expect each of them to provide, in terms of how culture specific terms are handled, how accurate the translation is, localization, censorship, and omission. As for the fans’ opinions, the study will include a survey regarding the personal preference of fans when it comes to choosing between the official subtitled version, the fanmade subtitles and the dubbed version.
Resumo:
Localisation is the process of taking a product and adapting it to fit the culture in question. This usually involves making it both linguistically and culturally appropriate for the target audience. While there are many areas in video game translations where localisation holds a factor, this study will focus on localisation changes in the personalities of fictional characters between the original Japanese version and the English localised version of the video game Final Fantasy XIV: A Realm Reborn and its expansion Heavensward for PC, PS3 and PS4. With this in mind, specific examples are examined using Satoshi Kinsui's work on yakuwarigo, role language as the main framework for this study. Five non-playable characters were profiled and had each of their dialogues transcribed for a comparative analysis. This included the original Japanese text, the officially localised English text and a translation of the original Japanese text done by myself. Each character were also given a short summary and a reasoned speculation on why these localisation changes might have occurred. The result shows that there were instances where some translations had been deliberately adjusted to ensure that the content did not cause any problematic issues to players overseas. This could be reasoned out that some of the Japanese role languages displayed by characters in this game could potentially cause dispute among the western audience. In conclusion, the study shows that localisation can be a difficult process that not only requires a translator's knowledge of the source and target language, but also display some creativity in writing ability to ensure that players will have a comparable experience without causing a rift in the fanbase.