Vol 3, No 1 (2022)
- Year: 2022
- Articles: 7
- URL: https://fler.press/fler/issue/view/541
- DOI: https://doi.org/10.35213/2686-7516-2022-3-1
Articles
Technology of problem-based teaching of academic English for chemists in the system of additional education
Abstract
The aim of the article is to consider the features of additional education for adults, to research the main problems that arise in the training of adult chemists, and to substantiate the choice for further study and modernization of the problem-based learning technology.
The article discusses the features of adult education, the specifics of the system of additional education, and substantiates the choice of a system of additional education for adult education.
The authors substantiate the choice of problem-based learning technology for subsequent modernization and implementation in the system of distance learning of adults in academic English.
The results are the following: the problem-based learning technology to effective use in adult chemists teaching in the system of additional education was substantiated; the problem-based learning technology can be successfully upgraded for these conditions
The impact of pedagogical assessment on increasing motivation to learn and the quality of education
Abstract
This article discusses methodological approaches to the assessment of academic achievements, analyzes the impact of assessment on the educational motivation of students. The last decade has been a period of intensive search for new conceptual ideas and ways of development for school education. In theory and in practice, the issues of differentiation and profiling of education, integration of the content of education were actively developed, the idea of humanization of school life was introduced. However, time and practice have shown that one of these and other ideas and concepts cannot be considered as the main, all-encompassing because of their focus on improving individual components of a complex school education system. And so that it does not change now, no matter what concepts arise, we can confidently say that more and more specialists accept and actively support the idea of the quality of education as the leading and dominant one. How does the teacher's assessment affect the quality of knowledge?
The term "motivation" is widely used in modern education. The survey data can serve as an indicator of increasing the educational motivation of students due to their confidence in the assessment results. The reliability of the assessment is an incentive to activate the educational activities of students and increase interest in this academic discipline. There were difficulties in obtaining an objective assessment in schools and possible ways to overcome them. Motivation is considered as a complex concept closely related to the "desire to learn" and embracing self-esteem, self-efficacy, effort, self-regulation, locus of control and goal orientation. The document describes a systematic methodology for the review and provides an evidence base for conclusions that substantiate concerns about the impact of the final assessment on motivation to learn. The results have implications for policy and practice. The article presents the main provisions of evaluation using the design pattern of tools and evaluation processes based on evidence-based arguments, based on the model of evidence-based design, which assists in the development of high-quality evaluation tools. The use of templates can allow teachers to make greater use of methods of classification, organization and planning of evaluation of learning outcomes based on cognitive abilities and competencies.
Specifics of the postediting process in automated translation programmes output
Abstract
The paper analyses the text quality made by computer-assisted translation programmes. The paper addresses the issue of quality of machine translation on the example of English news reports and technical manuals translated by means of the computer-assisted translation software SmartCAT from English into Russian and provides the statistics on the mistake evaluation. The research findings suggest how to avoid and correct the mistakes made by the computer-assisted translation software. The research relevancy is supported by the steady need for automation and acceleration of translation services as well as private interest in developing and advancing linguistic software. The outcome of the research is the translation algorithm that will allow editors to avoid or correct translation errors on different language levels.
Methodological model of teaching academic writing to undergraduate students
Abstract
Methodological model of teaching academic writing to undergraduate students is presented and explained in this paper which intends to re-emphasize the role of academic writing at the beginning of university studies in Russian universities. The paper suggests an overall methodological framework for developing undergrads’ writing skills and competencies and offers some practical suggestions on its implementation. The proposed model of teaching academic writing has been piloted throughout the English for Academic Purposes (EAP) course for the 1st year students of the Faculty of Liberal Arts and Sciences at St Petersburg State University and the pilot study outcomes are reported and discussed in this paper. This article is aimed at university faculty who help undergraduates improve their academic writing for further education. The target readership includes EAP and academic writing teachers, academic writing tutors and all those who see pedagogic value in academic writing as a university course.
The essence and structure of gamification in education
Abstract
The article is devoted to the analysis of gamification, as well as its potential in the field of education. The term "gamification" has been described in detail, and a definition of such a phenomenon as "gamification in education" has been given. Having studied numerous sources, it was possible to identify the key differences between gamification and the concept of a game, which is similar to it. It was revealed that gamification can include three main elements (game forms, Internet platforms and already existing educational games). It was also possible to determine the characteristic features and the main goals of gamification in the field of education. Based on the already existing classifications of gamification functions, we managed to identify the main ones. It was proved that such a phenomenon as "gamification" satisfies didactic principles, which helped us to be convinced of the effectiveness of gamification in the field of education.
Features of the complement’s translation from Chinese into Russian
Abstract
Nowadays Chinese is gaining more and more popularity due to the economic influence of the People's Republic of China. Because of this, interest in the works of Chinese culture is growing. This objectively requires the adaptation of Chinese texts into other languages, including Russian. The article discusses and systematizes the main features of the translation of complements from Chinese into Russian. The methods of translation are analyzed, and conclusions are also drawn on the type of translation that is suitable for translating this grammatical aspect from Chinese into Russian. The main types of complements in the grammar of the Chinese language are considered, the use and construction of each of them is explained in detail. Each type of complement specifies the characteristics of the predicate. Therefore, when translating from Chinese into Russian, it is important to take into account the specifics of the complement itself and its translation.
E-sports discursive space: theoretical aspects of analysis
Abstract
The article is devoted to the notion of discourse and discursive space and revealing the specifics of e-sports discursive space. The article touches upon some problems of research of the discourse and discursive space in Anglo-American, French, German and Russian linguistic conceptions. The notion of e-sports discursive space is introduced for the first time in the linguistic analysis and is characterized as a hybrid dimension incorporating interplay e-sport discourse, mass media discourse, sport medical discourse and internet-discourse. E-sports discursive space may be exposed as a field structure the kernel link of which appears e-sports interplay discourse, uniting game patches and some commands and orders uttered by the cyber-sportsman in the process of the game. It is compressed, well-packed by terminological nominations and directive speech acts, comprising instructions and recommendations on using the avatars. It nominates the user name as an avatar, its game characteristics (forces, power, dexterity etc) and innovations in the system of a game. The other mentioned types of discourses lay on a periphery of the discursive field. Mass-media discourse advances the e-sports discursive space in the field of media translation giving it liveliness, fancy, imagination, expressiveness and evaluative characteristics opposite to some dryness and laconism of interplay e-sports discourse. Sport-medical discourse concerns and discusses physical, psychological and emotional states of e-sportsmen. Internet discourse is realized in the form of chats, blogs an vlogs of e-sportsmen arguing about qualities of sportsmen, advantages and disadvantages of avatars ans strategies of the game. The uniting link of all the discourses included into the single whole e-sports discursive space proves to be the criterion of integrity that is expressed through the unity of the topic, semantics, structure, time and space and event and situation continuum. A special place and significance in the e-sports discursive space is taken by a discursive personality. E-sports discursive personality is realized in e-sports discursive space heterogeneously: on the first level - as a text personality of the avatar and on the second level - as a language personality of the real e-sportsman – avatar carrier. The values underlying the e-sports discursive space correspond to sport discourse values – getting a victory and with personal discourse orientation – getting maximum success in self-development in the field of physical and mental health, psychological robustness, reaction speed, logical strategies etc. E-sport discursive space may be represented as also a cognitive one where an important place is taken by e-sport terminology.