897 resultados para english language learning
Resumo:
El objetivo del presente proyecto es proporcionar una actividad de la pronunciación y repaso de vocabulario en lengua inglesa para la plataforma Moodle alojada en la página web de Integrated Language Learning Lab (ILLLab). La página web ILLLab tiene el objetivo de que los alumnos de la EUIT de Telecomunicación de la UPM con un nivel de inglés A2 según el Marco Común Europeo de Referencia para las Lenguas (MCERL), puedan trabajar de manera autónoma para avanzar hacia el nivel B2 en inglés. La UPM exige estos conocimientos de nivel de inglés para cursar la asignatura English for Professional and Academic Communication (EPAC) de carácter obligatorio e impartida en el séptimo semestre del Grado en Ingeniería de Telecomunicaciones. Asimismo, se persigue abordar el problema de las escasas actividades de expresión oral de las plataformas de autoaprendizaje se dedican a la formación en idiomas y, más concretamente, al inglés. Con ese fin, se proporciona una herramienta basada en sistemas de reconocimiento de voz para que el usuario practique la pronunciación de las palabras inglesas. En el primer capítulo del trabajo se introduce la aplicación Traffic Lights, explicando sus orígenes y en qué consiste. En el segundo capítulo se abordan aspectos teóricos relacionados con el reconocimiento de voz y se comenta sus funciones principales y las aplicaciones actuales para las que se usa. El tercer capítulo ofrece una explicación detallada de los diferentes lenguajes utilizados para la realización del proyecto, así como de su código desarrollado. En el cuarto capítulo se plantea un manual de usuario de la aplicación, exponiendo al usuario cómo funciona la aplicación y un ejemplo de uso. Además, se añade varias secciones para el administrador de la aplicación, en las que se especifica cómo agregar nuevas palabras en la base de datos y hacer cambios en el tiempo estimado que el usuario tiene para acabar una partida del juego. ABSTRACT: The objective of the present project is to provide an activity of pronunciation and vocabulary review in English language within the platform Moodle hosted at the Integrated Language Learning Lab (ILLLab) website. The ILLLab website has the aim to provide students at the EUIT of Telecommunication in the UPM with activities to develop their A2 level according to the Common European Framework of Reference for Languages (CEFR). In the platform, students can work independently to advance towards a B2 level in English. The UPM requires this level of English proficiency for enrolling in the compulsory subject English for Professional and Academic Communication (EPAC) taught in the seventh semester of the Degree in Telecommunications Engineering. Likewise, this project tries to provide alternatives to solve the problem of scarce speaking activities included in the learning platforms that offer language courses, and specifically, English language courses. For this purpose, it provides a tool based on speech recognition systems so that the user can practice the pronunciation of English words. The first chapter of the project introduces the application Traffic Lights, explaining its origins and what it is. The second chapter deals with theoretical aspects related with speech recognition and comments their main features and current applications for which it is generally used. The third chapter provides a detailed explanation of the different programming languages used for the implementation of the project and reviews its code development. The fourth chapter presents an application user manual, exposing to the user how the application works and an example of use. Also, several sections are added addressed to the application administrator, which specify how to add new words to the database and how to make changes in the original stings as could be the estimated time that the user has to finish the game.
Diseño de un videojuego orientado a mejorar el proceso de enseñanza-aprendizaje de la lengua inglesa
Resumo:
Desde que el proceso de la globalización empezó a tener efectos en la sociedad actual, la lengua inglesa se ha impuesto como primera opción de comunicación entre las grandes empresas y sobre todo en el ámbito de los negocios. Por estos motivos se hace necesario el conocimiento de esta lengua que con el paso de los años ha ido creciendo en número de hablantes. Cada vez son más las personas que quieren dominar la lengua inglesa. El aprendizaje en esta doctrina se va iniciando en edades muy tempranas, facilitando y mejorando así la adquisición de una base de conocimientos con todas las destrezas que tiene la lengua inglesa: lectura, escritura, expresión oral y comprensión oral. Con este proyecto se quiso mejorar el proceso de enseñanza-aprendizaje de la lengua inglesa en un rango de población menor de 13 años. Se propuso crear un método de aprendizaje que motivara al usuario y le reportase una ayuda constante durante su progreso en el conocimiento de la lengua inglesa. El mejor método que se pensó para llevar a cabo este objetivo fue la realización de un videojuego que cumpliese todas las características propuestas anteriormente. Un videojuego de aprendizaje en inglés, que además incluyese algo tan novedoso como el reconocimiento de voz para mejorar la expresión oral del usuario, ayudaría a la población a mejorar el nivel de inglés básico en todas las destrezas así como el establecimiento de una base sólida que serviría para asentar mejor futuros conocimientos más avanzados. ABSTRACT Since Globalization began to have an effect on today's society, the English language has emerged as the first choice for communication among companies and especially in the field of business. Therefore, the command of this language, which over the years has grown in number of speakers, has become more and more necessary. Increasingly people want to master the English language. They start learning at very early age, thus facilitating and improving the acquisition of a new knowledge like English language. The skills of English must be practiced are: reading, writing, listening and speaking. If people learnt all these skills, they could achieve a high level of English. In this project, the aim is to improve the process of teaching and learning English in a range of population less than 13 years. To do so, an interactive learning video game that motivates the users and brings them constant help during their progress in the learning of the English language is designed. The video game designed to learn English, also includes some novelties from the point of view of the technology used as is speech recognition. The aim of this integration is to improve speaking skills of users, who will therefore improve the standard of English in all four basic learning skills and establish a solid base that would facilitate the acquisition of future advanced knowledge.
Resumo:
Este documento presenta el diseño de un proyecto para la asignatura de tecnología de tercero de educación secundaria obligatoria en un instituto de enseñanza bilingüe. Se perfilan una serie de tareas cíclicas que permitirán desarrollar a los alumnos una mayor comprensión sobre el uso de la energía y la importancia del medio ambiente a través de la lengua inglesa. Este ciclo de actividades organizadas en cuatro sesiones se fundamenta en la metodología del Aprendizaje Integrado de Contenidos y Lengua Extranjera, AICLE. A través de esta se persigue el doble objetivo del aprendizaje de la lengua a la par que el del contenido. Para ello, las estrategias que se proponen se centran en el alumno y se apoyan en el trabajo colaborativo, la interacción entre iguales y las metodologías activas y participativas en las que son los propios estudiantes los que diseñan los contenidos y los adaptan a su estilo de aprendizaje. Aunque sin resultados concluyentes, el trabajo supone una aportación más a las propuestas de actividades cooperativas que centran el aprendizaje en las aulas AICLE. This project presents the design of a teaching sequence for the subject of technology in the third grade in a bilingual high school. A task cycle is created with the double objective of providing students with a deeper understanding about the use of energy and the importance of the environment through the English language. The series of activities were organized in four sessions, attending to Content and Language Integrated Learning (CLIL) methodology. Throughout this double focussed objective of learning the language and the subject matter content at the same time, the strategies proposed are focused on the student and support collaborative work, peer interaction and active participatory methodologies, focussed in the students who are the real designers of the content materials based on their own learning style. Although no conclusive results are presented, this work aims to be a contribution to other cooperative task proposals as one of the main basis of CLIL methodology.
Resumo:
Desde el inicio de la globalización, el aprendizaje de la lengua inglesa se ha instaurado como una necesidad. Hoy en día, con la adopción del Espacio Europeo de Educación Superior este lenguaje no sólo se impone como un requisito para los estudiantes sino que se exige un nivel B2, lo cual significa un esfuerzo mayor tanto como para el alumno como para el profesor a la hora de hacer de este ejercicio un hábito y lograr la evaluación continua de los mismos. Este proyecto intenta extender las funcionalidades de una aplicación existente llamada Illlab con ejercicios que se adapten al nivel B2 y permitan la interacción entre alumnos durante la realización de estos ejercicios. El objetivo de esta aplicación es el de desarrollar ejercicios extra en la aplicación Illlab que añadan complejidad para el aprendizaje de inglés de un nivel B2 y que además se puedan realizar actividades entre los alumnos. La idea es hacer una aplicación de preguntas y respuestas “multiple choice” con cuatro opciones por pregunta. El fuerte de este juego está en presentar material variado sobre uso de la lengua y además permitir el juego entre varios alumnos. La extensión de ILLLab se plantea como un proyecto para desarrollar interfaces y funcionalidades adicionales en la antigua aplicación. La principal funcionalidad que se añade es un juego de preguntas y respuestas con opciones múltiples para un nivel B2 y las interfaces responden a necesidades de intercambio y manejo de contenido por Internet mediante estándares aceptados en el mundo del aprendizaje digital tales como Common Cartridge o SCORM. Este proyecto simplemente adapta la aplicación para su uso en un entorno de evaluación de actividades en el cual el profesor tiene acceso a las actividades que realizan los alumnos de un curso para su posterior evaluación. Antiguamente ILLLab sólo contenía ejercicios que se llevaban a cabo en el dispositivo móvil por lo que el control de estas actividades no era posible. La mejora se presenta como una interfaz Common Cartridge para el manejo del contenido, una interfaz de comunicación sobre servicios web tipo REST y el manejo de base de datos mediante Hibernate que agrupa una serie de librerías Java para la persistencia de objetos de la base de datos. ABSTRACT. Since the onset of globalization, the learning of the English language has become as a necessity. Today, with the adoption of the European Higher Education Area this language is not only imposed as a requirement for students but a B2 level is required, which means a greater effort both to the student and teacher when it comes to make the learning exercise a habit and achieve continuous evaluation of students. This project aims to extend the functionality of an existing application called Illlab with an exercise that suits the B2 level and allow interaction between students while performing these exercises. The purpose of this application is to develop an additional exercise in the application Illlab that adds complexity for learning English at B2 level and also enables the interaction among students. The main idea is to make an application in multiple choices style with four options. The strength of this game is to present varied material on use of Enlgish and also allow play between two students. ILLLab extension is conceived as a project to develop interfaces and additional functionalities in the old application. The main functionalities added are a game of questions and answers with multiple choices for a B2 level and interfaces that meet information exchange requirements and content management over the Internet using standards adopted in the world of digital learning such as Common Cartridge or SCORM. This project simply adapts the application for its use in an activities evaluation environment in which the teacher has access to the activities performed by students in a course for further evaluation. The former versión of ILLLab contained only exercises that were carried out on the mobile device so that the evaluation of these activities was not possible. The improvement comes as a Common Cartridge interface for content management, a communication interface with REST web services and a database access using Hibernate which groups a number of Java libraries for object persistence in the database.
Resumo:
The rural population is getting smaller as percentage of the total population in the countries. There is a constant depopulation of rural areas to urban areas. The most extreme data are in countries like USA, where the rural population is 1.5%, from which 1% of that amount is part time and only 0.5% full time. On the other side, we have countries with more than 50% rural population. Related to training, cultural development, business and specific weight in society, rural residents have no significance in their societies. As they are few, and separated across the territory they have no influence on their societies. Comparing the USA farmer with one from the EU, we see that the American one is a businessperson and the European one, in most cases is a farm worker. To reduce this gap between these different farmers, we believe that we must train the new generations of children belonging to farming Europe. They must have a common language, English; they must know other countries culture and farming systems, live and network with other young Europeans colleagues,future young farmers. It is what we have coined as AGRO-ERASMUS. A project to be placed within the EU Common Agriculture Policies. The project must be designed before its implementation. Even some previous experience should make better viability. It should make use of a network of agricultural universities in several European countries. Each university would build a "farm school" where young people would learn "English?, and visit and work in small agricultural practices with a correct use of the time. One important subject dealing with should be agribusiness. The procedure based on the ?Farm School? (F-S) experience, should start with young people from 13 years up to 18 years. Their attendance, every summer, to the F-S should be rotated between different countries besides their own. The first and second year, with young people 13/14 years old, the Farm School would last less than three weeks in an English speaking country (Ireland, UK or someone else). They should live with a local family the time they stay outside of the Farm School (F-S). This two years period must be devoted to learn and become familiar with the English language and cultural differences. The rest of the four years left, the Farm Schools will have longer duration and be placed in other countries from the network. The living way would be in multinational teams of young people where the only spoken language would be English. After six years of summer oexistence speaking English and learning new competences and skills with colleagues from other countries, we would have a great team of young and future European farmers, able to travel free and confident through the whole Europe and ready to be engaged in productive, commercial and research activities. These new young farmers may revive European agriculture and would not look any more like rural habitants, but international business-farmers, professionally speaking. In a brief survey among the assistants to the Fifth International Academic Conference titled "Alternative Income Sources in Small Agricultural Holdings of the European Union" held in Krakow (PL) in June 2015, participants from universities and countries like Poland, Hungary, Rep. Czech, Portugal, Romania, etc., expressed the necessity of addressing this problem in a new and bold way.
Resumo:
Esta pesquisa teve como objetivo investigar as representações sociais de um grupo de professores de inglês em curso livre a respeito de sua identidade profissional, seus processos formativos e seus saberes docentes. A fundamentação teórica do estudo baseou-se nos conceitos de representação social (Serge Moscovici e Denise Jodelet) e de dialogicidade (Mikhail Bakhtin e Ivana Marková). Foram realizadas considerações a respeito de fatores históricos, sociais e econômicos que originaram as atuais representações que os sujeitos do estudo têm a respeito do idioma bem como dos processos de ensino e aprendizagem do mesmo. Os dados foram coletados através de dois questionários e analisados com os recursos de um software para análise lexical, o ALCESTE. Os resultados revelaram que os participantes consideram a fluência no idioma como central para sua identidade profissional e a experiência em sala de aula como mais importante do que a vivência acadêmica. A falta de reflexão acerca de aspectos sociais relacionados à sua prática pedagógica também foi observada. A contribuição pretendida por este estudo foi uma melhor compreensão das representações de professores de inglês a respeito do idioma e dos processos de ensino e aprendizagem do mesmo, bem como de seu papel profissional, de forma a oferecer algumas reflexões sobre as políticas e práticas atuais relacionadas à formação inicial e continuada de professores de língua estrangeira.(AU)
Resumo:
Esta pesquisa teve como objetivo investigar as representações sociais de um grupo de professores de inglês em curso livre a respeito de sua identidade profissional, seus processos formativos e seus saberes docentes. A fundamentação teórica do estudo baseou-se nos conceitos de representação social (Serge Moscovici e Denise Jodelet) e de dialogicidade (Mikhail Bakhtin e Ivana Marková). Foram realizadas considerações a respeito de fatores históricos, sociais e econômicos que originaram as atuais representações que os sujeitos do estudo têm a respeito do idioma bem como dos processos de ensino e aprendizagem do mesmo. Os dados foram coletados através de dois questionários e analisados com os recursos de um software para análise lexical, o ALCESTE. Os resultados revelaram que os participantes consideram a fluência no idioma como central para sua identidade profissional e a experiência em sala de aula como mais importante do que a vivência acadêmica. A falta de reflexão acerca de aspectos sociais relacionados à sua prática pedagógica também foi observada. A contribuição pretendida por este estudo foi uma melhor compreensão das representações de professores de inglês a respeito do idioma e dos processos de ensino e aprendizagem do mesmo, bem como de seu papel profissional, de forma a oferecer algumas reflexões sobre as políticas e práticas atuais relacionadas à formação inicial e continuada de professores de língua estrangeira.(AU)
Resumo:
The English language and the Internet, both separately and taken together, are nowadays well-acknowledged as powerful forces which influence and affect the lexico-grammatical characteristics of other languages world-wide. In fact, many authors like Crystal (2004) have pointed out the emergence of the so-called Netspeak, that is, the language used in the Net or World Wide Web; as Crystal himself (2004: 19) puts it, ‘a type of language displaying features that are unique to the Internet […] arising out of its character as a medium which is electronic, global and interactive’. This ‘language’, however, may be differently understood: either as an adaptation of the English language proper to internet requirements and purposes, or as a new and rapidly-changing and developing language as a result of a rapid evolution or adaptation to Internet requirements of almost all world languages, for whom English is a trendsetter. If the second and probably most plausible interpretation is adopted, there are three salient features of ‘Netspeak’: (a) the rapid expansion of all its new linguistic developments thanks to the Internet itself, which may lead to the generalization and widespread acceptance of new words, coinages, or meanings, hundreds of times faster than was the case with the printed media. As said above, (b) the visible influence of English, the most prevalent language on the Internet. Consequently, (c) this new language tends to reduce the ‘distance’ between English and other languages as well as the ignorance of the former by speakers of other languages, since the ‘Netspeak’ version of the latter adopts grammatical, syntactic and lexical features of English. Thus, linguistic differences may even disappear when code-switching and/or borrowing occurs, as whole fragments of English appear in other language contexts. As a consequence of the new situation, an ideal context appears for interlanguage or multilingual word formation to thrive: puns, blends, compounds and word creativity in general find in the web the ideal place to gain rapid acceptance world-wide, as a result of fashion, coincidence, or sheer merit of the new linguistic proposals.
imaxin|software: PLN aplicada a la mejora de la comunicación multilingüe de empresas e instituciones
Resumo:
imaxin|software es una empresa creada en 1997 por cuatro titulados en ingeniería informática cuyo objetivo ha sido el de desarrollar videojuegos multimedia educativos y procesamiento del lenguaje natural multilingüe. 17 años más tarde, hemos desarrollado recursos, herramientas y aplicaciones multilingües de referencia para diferentes lenguas: Portugués (Galicia, Portugal, Brasil, etc.), Español (España, Argentina, México, etc.), Inglés, Catalán y Francés. En este artículo haremos una descripción de aquellos principales hitos en relación a la incorporación de estas tecnologías PLN al sector industrial e institucional.
Resumo:
All references and quotations to be made to the original, i.e. Balteiro Fernández, M. Isabel. 2009. “Foreign Words in the English of Textiles”. In Linde, A. and Crespo, R. Ed. Professional English in the European Context: The EHEA Challenge. Bern: Peter Lang. Pp. 127-150
Resumo:
La educación para la paz ha despertado especial interés en contextos en los que los valores asociados a ésta y los derechos humanos se están viendo cercenados. En Europa, este fenómeno puede equipararse a la situación de crisis económica en la que se encuentran numerosos países. Este artículo pretende ser una contribución a la enseñanza universitaria activa que esté basada en competencias sociales y enmarcada en los principios de la educación para la paz. En este sentido, este trabajo presenta una propuesta de actividades que contribuyen a potenciar los principios y valores que propone la educación para la paz. Se expone el modo de llevar a cabo actividades orales transversales que fomenten la educación para la paz en dos asignaturas de estudios de grado de la Universidad de Alicante, Lengua Inglesa III y Lingüística General I. Como resultado de su implementación, se señala que esta metodología fomenta la adquisición de competencias sociales del alumnado entre las que destacan la resolución de conflictos, la escucha activa o la cooperación.
Resumo:
This thesis explores the role of multimodality in language learners’ comprehension, and more specifically, the effects on students’ audio-visual comprehension when different orchestrations of modes appear in the visualization of vodcasts. Firstly, I describe the state of the art of its three main areas of concern, namely the evolution of meaning-making, Information and Communication Technology (ICT), and audio-visual comprehension. One of the most important contributions in the theoretical overview is the suggested integrative model of audio-visual comprehension, which attempts to explain how students process information received from different inputs. Secondly, I present a study based on the following research questions: ‘Which modes are orchestrated throughout the vodcasts?’, ‘Are there any multimodal ensembles that are more beneficial for students’ audio-visual comprehension?’, and ‘What are the students’ attitudes towards audio-visual (e.g., vodcasts) compared to traditional audio (e.g., audio tracks) comprehension activities?’. Along with these research questions, I have formulated two hypotheses: Audio-visual comprehension improves when there is a greater number of orchestrated modes, and students have a more positive attitude towards vodcasts than traditional audios when carrying out comprehension activities. The study includes a multimodal discourse analysis, audio-visual comprehension tests, and students’ questionnaires. The multimodal discourse analysis of two British Council’s language learning vodcasts, entitled English is GREAT and Camden Fashion, using ELAN as the multimodal annotation tool, shows that there are a variety of multimodal ensembles of two, three and four modes. The audio-visual comprehension tests were given to 40 Spanish students, learning English as a foreign language, after the visualization of vodcasts. These comprehension tests contain questions related to specific orchestrations of modes appearing in the vodcasts. The statistical analysis of the test results, using repeated-measures ANOVA, reveal that students obtain better audio-visual comprehension results when the multimodal ensembles are constituted by a greater number of orchestrated modes. Finally, the data compiled from the questionnaires, conclude that students have a more positive attitude towards vodcasts in comparison to traditional audio listenings. Results from the audio-visual comprehension tests and questionnaires prove the two hypotheses of this study.
Resumo:
In a globalised world, knowledge of foreign languages is an important skill. Especially in Europe, with its 24 official languages and its countless regional and minority languages, foreign language skills are a key asset in the labour market. Earlier research shows that over half of the EU27 population is able to speak at least one foreign language, but there is substantial national variation. This study is devoted to a group of countries known as the Visegrad Four, which comprises the Czech Republic, Hungary, Poland and Slovakia. Although the supply of foreign language skills in these countries appears to be well-documented, less is known about the demand side. In this study, we therefore examine the demand for foreign language skills on the Visegrad labour markets, using information extracted from online job portals. We find that English is the most requested foreign language in the region, and the demand for English language skills appears to go up as occupations become increasingly complex. Despite the cultural, historical and economic ties with their German-speaking neighbours, German is the second-most-in-demand foreign language in the region. Interestingly, in this case there is no clear link with the complexity of an occupation. Other languages, such as French, Spanish and Russian, are hardly requested. These findings have important policy implications with regards to the education and training offered in schools, universities and job centres.
Resumo:
Mode of access: Internet.