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Teaching Tips. How You Can Learn a Language in only 10 Days. Last Updated: 4/09/2014 15:55 PST Most people recognize the many benefits of speaking a foreign language: You can travel to foreign countries and feel comfortable, be a more productive and enticing employee in today’s competitive job market, and immerse yourself in the vast cultures that surround you.

How You Can Learn a Language in only 10 Days

Scientific studies have even shown that learning a new language helps to keep memories sharp and naturally enhances overall brain function. But did you know that you can speak a new language in as little as 10 days? The Pimsleur Approach to speaking new languages helps users pick up new languages quickly. Even the FBI has purchased the Pimsleur Approach.” Your brain is already wired to start speaking a language in 10 days. Dr. Each Pimsleur Approach lesson has been scientifically sequenced to rapidly lock language material into your brain after just one listen. The Pimsleur Language Programs The entire Pimsleur Approach is what language learning should be: quick, fun and easy. Who is Dr. Dr. Tarjetas, memorización de vocabulario y juegos de estudiar. A Model of Learning Objectives. A statement of a learning objective contains a verb (an action) and an object (usually a noun).

A Model of Learning Objectives

The verb generally refers to [actions associated with] the intended cognitive process. The object generally describes the knowledge students are expected to acquire or construct. (Anderson and Krathwohl, 2001, pp. 4–5) The cognitive process dimension represents a continuum of increasing cognitive complexity—from remember to create. Anderson and Krathwohl identify 19 specific cognitive processes that further clarify the bounds of the six categories (Table 1).

(Table 1 adapted from Anderson and Krathwohl, 2001, pp. 67–68.) The knowledge dimension represents a range from concrete (factual) to abstract (metacognitive) (Table 2). (Table 2 adapted from Anderson and Krathwohl, 2001, p. 46.). Recommended resources Bloom et al.' Bloom's Taxonomy - An Overview and Bloom's Taxonomy - Designing Activities (Colorado Community College System Faculty Wiki) Revising Bloom's Taxonomy. *Anderson, L.W. Los 36 principios del aprendizaje. La gamificación (si vale el término y que en español se podría traducir como la juguetización) es el uso de la dinámica de la jugabilidad, es decir, del conjunto de propiedades que describen la experiencia de jugar llevada a otros determinados contextos que son (en apariencia) ajenos a los juegos propiamente dichos y que tienen la finalidad de que las personas adopten o den lugar a determinados comportamientos.

Los 36 principios del aprendizaje

Al aprovecharse la predisposición psicológica de los seres humanos a participar en juegos, la gamificación sirve para hacer el ámbito de aplicación, sea el que sea, mucho más atractivo, placentero, participativo y comprometido. La dinámica de jugar da lugar a una variopinta gama de posibilidades y sensaciones de satisfacción, generan un aprendizaje adaptativo, son muy efectivos pues concitan la debida atención debido a la inmersión cognitiva, motivación y emoción que producen y (por supuesto) pueden favorecer la socialización.

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