"SCIENCE AND EDUCATION IN THE MODERN WORLD:
CHALLENGES OF THE XXI CENTURY"
NUR-SULTAN, KAZAKHSTAN, JULY 2019
234
published words, such as: 1:1 Technology; adaptive learning; asynchronous learning; blended
learning;
course management system; differentiated learning; digital storytelling; e-books; e-
leaning; electronic classroom; flipped classroom; gamification; gamify; individualized learning;
informal learning; instructional technology; learning platform;
lifelong learning; MOOC
(Massive Open Online Course); open educational resources; online lab; personalized learning;
synchronous online learning; virtual classroom; virtual learning environment.[1]
Analysis and results
The list originally aimed at students to master some of the most important words to know
in ed-tech, that a learner needs to know in educational technology, is a great tool for language
instructors as well. Making linguistic analysis of the words from the point of structure and
semantics as well as the newness of the terms we can make following conclusions.
The types of word formation identified in this list of terms can be classified in the
following way:
- сompound words and collocations (22 )-91.6%
- abbreviation (initialism) (1)- 4.1 % (MOOC)
- blending and derivation (1)-4.1 %(Gamification)
Compound words in teaching technology mostly include old words with new meanings. If
we look at the compounds
blended learning, adaptive learning, asynchronous learning,
differentiated learning and
digital story telling we will find that none of these words belong to
neologisms if taken separately. However, combined as a new word these compounds mean new
ways of teaching. They mean new types of learning connected with teaching using
technologies. I can assume that the old meanings of words help build new terms.
The abbreviation
MOOC in the list above means Massive Open Online Course. A course
offered online to a large number of people like Coursera, Udacity, and edX. The etymology of
the word is - an acronym which describes the concept. The excerpt from Wikipedia
Encyclopedia dealing with criticism of MOOC includes mainly the terms which include new
words connected with technology but have new meanings nowadays
with the development of
new types of teaching:
«The MOOC guide suggests 5 possible challenges for collaborative-styleMOOCs:
Relying on user-generated content can create a chaotic learning environment -Digital literacy
is necessary to make use of the online materials.
-The time and effort required from participants may exceed what students are willing to
commit to a free online course
-Once the course is released, content will be reshaped and reinterpreted by the massive
student body, making the course trajectory difficult for instructors to control
-Participants must self-regulate and set their own goals
These general challenges in effective MOOC development are accompanied by criticism
by journalists and academics. Some dispute that the 'territorial' dimensions of MOOCs have
received insufficient discussion or data-backed analysis, namely: 1) the true geographical
diversity of enrolls in courses; 2) the implications of courses scaling across country borders,
and potential difficulties with relevance and knowledge transfer; and 3) the need for territory-
specific study of locally relevant issues and needs. Other features associated with early
MOOCs, such as open licensing of content, open structure and learning goals, community-
centeredness, etc., may not be present in all MOOC projects».[2]
Thus, analyzing this text fragment, the following can be noted:23% text example given by
us consists of terms; various new conditions, MOOC or any new type of educational activity
leads to the emergence of new educational terms. Хотя большинство слов использовались на
протяжении веков, их реализации в новых контекстах заставляют их звучать по-новому.
Though most of the words have been used for centuries their implementations in new contexts
make them sound new. As Ferdinand de Saussure, linguist (1857-1913) puts it:
Time changes
all things; there is no reason why language should escape this universal law.[3]
The analysis of the word Gamification might surprise anyone by its spelling and
derivations that follow. As it is known
gamificationis a new word in
edtech which means the
use of game thinking and game mechanics in non-game contexts to engage users in solving