Common English Mistakes Two hundred Common English mistakes are listed below. Can you see where the errors are, and how you should correct them? Please watch the accompanying English lessons in order to check your answers. And lastly, don’t forget to focus on using the correct forms of these very typical English mistakes. English mistakes episode 1 Teenagers spend 27 hours a week online: how internet use has ballooned in the last decade Meanwhile, instant messaging use has leapt from 38pc of mobile phone users in 2013 to 42pc in 2014, driven by services such as WhatsApp and Facebook Messenger. More people are also watching TV and films online. A quarter of internet users regularly catch up on programmes online, compared to one in ten in 2007. This rises to 39pc of 16-24 year olds, up from 21pc in 2007. However, TV is still an important method of consumption for many.
How ampersand came from a misunderstanding Johnson & Johnson, Barnes & Noble, Dolce & Gabbana: the ampersand today is used primarily in business names, but that small character was once the 27th part of the alphabet. Where did it come from though? The origin of its name is almost as bizarre as the name itself. The shape of the character (&) predates the word ampersand by more than 1,500 years. In the first century, Roman scribes wrote in cursive, so when they wrote the Latin word et which means “and” they linked the e and t. Resources Welcome to the heart of Teachit ELT – a huge, ever-growing collection of practical, tried and tested resources created by English language teachers for English language teachers. Access to the PDF versions is free once you have registered, but it's only as a subscriber that you get full control – because then you can tweak our Microsoft Office versions to suit your context and your students. As a subscriber, you can also download our audio recordings, and create, adapt and save our interactive materials. What's more, we keep our libraries fresh by publishing new resources pretty much every week. Take a look at our Latest resources page if you're after something new.
Mock Reading Paper - Culture Shock This reading test contains 10 questions. You should spend about 20 minutes on this task. To make it more authentic, download the test and do it with pen and paper. Home Page - First Certificate Writing The student must write 140-190 words. There are basically 3 types of letters: Letter of complaint (formal)Job application letter (formal)Asking for information It’s never been easy being a teenager. But is this now a generation in crisis? Mollycoddled and cosseted or stressed and over-pressured. Energised and engaged or bored and turned off. Young people have so many labels and stereotypes slapped on them it’s a wonder these are not visible on their endless selfies. What is undeniably true is that the evidence suggests that rates of depression, self-harm and anxiety among young people are at unprecedented levels. Youth unemployment is more than 13%, the cost of higher education is rapidly rising, a drought of affordable housing coupled with low pay is keeping many young people sealed under the parental roof and trapped in what one report called “suspended adulthood”.
The Hebrew Alphabet in Capital Letters The Hebrew word for "letter" is ot (אוֹת), which can also mean "sign" or "wonder." Each letter of the Aleph-Bet, then, may contain signs that point to wonderful truths about life. According to midrash, the LORD God Himself taught the alphabet (along with the numerical values, mathematical relationships, etc. for the letters) to Adam ha-rishon, who then transmitted this knowledge to his sons, and they passed this to their sons, and so on, until it was taught to Jacob at the School of Shem in Salem (later renamed Jerusalem). Jacob taught the secrets of the alphabet to Joseph, who used it to decipher dreams, etc. The Jewish mystics go so far as to say that the entire cosmos was created from the 22 consonants of the Hebrew Aleph Bet, called otiyot yesod (אוֹתיּוֹת יְסוֹד) or "foundational letters."
Gamification About the Course Gamification is the application of digital game design techniques to non-game contexts, such as business, education, and social impact challenges. Video games are the dominant entertainment form of modern times because they powerfully motivate behavior. Game mechanics can be applied outside the immersive environments of games themselves, to create engaging experiences as well as assign rewards and recognition. Over the past few years, gamification adoption has skyrocketed. Companies use game thinking for employee motivation in human resources, team building, productivity enhancement, training, health and wellness, sustainability, and innovation.