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EN
The purpose of this article is to focus on teaching and methodology of teaching Spanish as a foreign language, and especially why and how and we should incorporate game elements. A close connection between game and development of grammar skills will be presented, taking into account differ ent factors. The article will present a selection of games based on Spanish grammar.
EN
Congenital aphantasia, or the complete absence of mental imagery, is a topic that has recently aroused the interest of researchers in many fields including philosophy, psychology and cognitive sciences. While it is generally supposed that we all have rich mental lives full of imaged representations, estimates suggest 2-3% of the population may have never formed an image or seen ‘in the mind’s eye.’ This paper aims to address the scepticism surrounding aphantasia, the challenges in communicating about mental imagery, and the research methods used in cognitive sciences today through the lens of Wittgenstein’s philosophy. The paper argues that 1) communicating about mental imagery involves language games that persons with aphantasia may not be able to play (i.e., makes reference to expressions and concepts that are meaningless for them, such as ‘visualise,’ ‘form an image,’ etc.); 2) that as a consequence aphantasia, in present research, is only describable negatively (as lack or incapacity); 3) that rather than a cognitive or a psychological issue, aphantasia should be understood as a grammatical one; and 4) that we need to invent new language games in order to come to a better understanding of conditions such as aphantasia, and to be able to appreciate the rich diversity and variability of human experience.
EN
The article points out the need to develop a productive knowledge of word formation and presents some ways of how this can be achieved. As has been demonstrated, word formation can and should be used in language games, building not only upon the reception of speech but also on speech production. The article presents a variety of exercises and tasks inducing students’ creativity in using lexis, rules of word formation and affixation. Applying word formation in foreign language teaching in such a way can enable students to develop their linguistic creativity as well as their lexical strategies.
PL
Niniejszy artykuł poświęcony roli słowotwórstwa w nauce języka niemieckiego jako obcego wskazuje na konieczność rozwijania produktywnej znajomości reguł słowotwórczych. Słowotwórstwo może - a nawet powinno - być przedmiotem gier językowych, odnoszących się nie tylko do recepcji, ale również do produkcji językowej. Przedstawione zostały przykłady różnorodnych ćwiczeń i zadań skłaniających uczniów do kreatywnego używania zasobów leksykalnych. Dzięki takiej pracy ze słowotwórstwem na lekcji języka obcego uczniowie mają nie tylko możliwość wykorzystania go w produkcji językowej, ale mogą też rozwinąć swoją kreatywność językową i wypracować własne leksykalne strategie kompensacyjne.
EN
This article is devoted to language games in the Polish contemporary novel Pleasant things. Utopia by T. Bołdak-Janowska. The subject of the analysis are in-text games: narrative (themes and threads), graphic, sound, lexical and semantic (repetitions of themes and lexemes, antonyms, semantic neologisms) and word-formation (word-formation neologisms), as well as autocreation games of the narrator (knowledge / ignorance). The study indicates that in the analyzed novel language games play a significant role: they determine the multifaceted and attractive character of a work based on a world presented by the narrator's uninhibited imagination. Narrative games, exemplified by the theme of counting, indicate the complexity of human fate – the runner of history – and his entanglement in a number of interpersonal relationships, as well as the historical process itself, which is subject to constant changes, both locally and globally, independent of the will of the individual. Graphic games are based on modern language fashion, functioning especially in the environment of the youth. Sound games are based on the technique of threading referring to Bolero by Maurice Ravel. Lexical-semantic games, being a tool for describing added meanings, connotated according to a known (or – more often – created by the narrator) language, take the reader into a utopian world and at the same time – relatively perfect, i.e., dependent on the point of view of the speaker I-women.
5
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СТИЛЬ И СЛОВО

87%
EN
The reorientation of linguistics to the study of the regularities of its functioning in stylistics, manifested in the fact that functional style has been regarded as a type of language in any sphere of human activity, regards language in the aspect of differentiation and modification in the basic speech varieties. It is not by chance that text samples from different areas of communication are used in frequency dictionaries. Understanding style as a way to integrate speech performance first put forward the questions of the compositional-semantic organization of the text, the realization of its categories, constructive principles, and techniques. In functional stylistics studies the two main areas – the use of language and the organization of a speech performance – are analyzed as complementary, but cohesion requires understanding the regularities of the functioning of language units in a text with many objectives, updated in texts of the given sphere. To resolve this problem, it is reasonable to rely on the notion of speech genres, each of which is a sequence of standard cognitive-communicative actions – structural elements acting as an object in the text of spiritual socio-cultural activities. The analysis of these actions has revealed and systematized lexical units in communicative composition of language material (Gasparov 2010). This text-centered study of functioning of lexical and other means is of interest not only for the theory of style (and, more broadly, in speech study), but also to practice learning the language in its functional varieties.
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2019
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vol. 10
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issue 4
73-86
PL
The author has analysed the content of the Polish-Russian dictionary of S. Lem’s neologisms created by Monika Krajewska. Among ca. 1,450 lexical units, 27 cases were found that a supposed neologism is not a neologism but an archaism, dialectal term, professional language word, or a scientific term. In that way the author corrects the erroneous interpretations being present in the papers published before, and shows how difficult Lem’s language can be not only for an average reader, but also for translators and linguists as well.
EN
In the course of translation activity, similarly as in the process of decoding its actual result embodied in the target text, significance of various references to the source and target contexts may be observed. On this background, it may be instructive to analyse various instances of better or less convincing adjustment of source texts to the target realities of their reception. The proposed case study is designed to provide the description of the processes of translation and interpretation in terms of specific language games, according to the model presented formerly by Stanisław Barańczak – with certain roughly sketched rules, valid even despite varying degrees of their productive reference to the objects of extralinguistic reality. Different recognition of rules may result in varying translations, as shown in the analysed example.
PL
Tłumaczenie to aktywność, w trakcie której, podobnie jak w procesie interpretacji jej konkretnego efektu w postaci tekstu docelowego, ze szczególną wagą ujawniają się odniesienia do różnych kontekstów źródłowych i docelowych. Na tym tle pouczająca może być analiza rozmaitych przypadków lepszego lub mniej przekonującego dostosowania tekstu docelowego do rzeczywistości jego odbioru. Proponowane studium przypadku służyć ma w założeniu opisowi procesów tłumaczenia i interpretacji w kategoriach specyficznych gier językowych, według modelu zaproponowanego niegdyś przez Stanisława Barańczaka – o z grubsza ustalonych zasadach, obowiązujących nawet mimo różnego stopnia ich produktywnego odniesienia do obiektów pozajęzykowej rzeczywistości. Odmienne rozpoznanie owych zasad skutkuje powstaniem różnych tłumaczeń, jak ukazano na analizowanym przykładzie.
Neofilolog
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2020
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issue 55/2
265-283
EN
The present paper aims at finding ways to solve the problem of how to teach culture, showing the connections between culture and language, while at the same time striving to develop intercultural competence. In the author’s opinion, the ethnography of speaking is the answer. Starting with an overview of what ethnography offers to intercultural communicative competence, this paper supports the idea of implementing an approach close to the ethnography of speaking and shows how linguistic ethnography might be implemented into the study of culture in order to show the relationships between language use, cultural behavior and values. This approach rests upon the belief that the implicit knowledge applied in use of a language needs deeper analysis in order to enhance students’ symbolic competence, which in turn enhances their intercultural competence. Examples used in the analysis to justify this claim derive from material used during a course in General English, or courses of British and American Studies. The concept of language-games as proposed by Wittgenstein, who pays attention to the context of language use at the micro level, is applied. The suggestion is to position this analysis in the field of the ethnography of speaking, or linguistic ethnography, and extend the role of a student to one of a linguistic ethnographer. Ethnographic techniques implemented in the analysis of language use and its context might contribute to the development of symbolic competence as complementary to intercultural communicative competence.
XX
Many of contemporary philosophers argue against metaphysics putting forward a thesis that metaphysical claims are deflationary. This way of thinking seems to be not only persuasive but above all it rightly expresses a main difficulty of metaphysical inquires. In this paper I am trying to shed a little light on the problem of deflation of metaphysical judgments. In the first section I refer to some Wittgenstein's ideas from Tractatus logico-philosophicus and I focus on the phenomenon of manifestation as a possible source of deflation of metaphysics. The second section is devoted to the Wittgenstein's concepts of language games on the one hand and rules on the other; both of them are a key to understanding of the deepest dimensions of deflationary metaphysics. The third section is an elaboration of three models of deflation of metaphysical expressions: 1. deflation in regard to the informative status of metaphysical judgments; 2. deflation in regard to the metasemantic properties of judgments about the world, and 3. deflation in regard to the semantic ground of ontological judgments. The fourth and last part of the paper is an exposition of two crucial problems which metaphysics has to face with. I call the first of them 'a problem with conceptualization of the metaphysical experience', whereas the second one is labeled 'a problem with semantic inclusion of metaphysical expressions into judgments about facts'.
RU
В статье рассмзтриваются дериваты, созданные на основе прецедентных имен в романах современного украинского писателя Евгения Пашковского. Языковые игры в процессе словообразоаания свидетельствуют о тенденции к демократизации и стиранию границ между разговорным и литературным языком. Новые слова, образованные на основе хорошо известных имен собственных ринадлежат разным частям речи: прилагательным, глаголам, именам существительным. В контексте языковой игры рассматривается расширение семантики и гиперэксрессия авторских неологизмов.
EN
The object of this article is to illuminate new derivates that were created on the basis of precedent names in novels of modern Ukrainian author Eygen Pashkovsky. Language games in the process of word-formation show a tendency towards democratization in Ukrainian language and disappearing bounds between spoken and literary language. New words that appear on the basis of well-known proper names widen different parts of speech i.e., adjectives, verbs, nouns. Expanding semantics and hyper-expression of author’s neologisms are analyzed in the context of language games. The author of the article suggests that precedent names modified in language game expand their semantics and attract attention due to their form.
EN
After the games, language and rebellious against the reality of media content in the Polish-Russian War and Pavo Queen by Dorota Masłowska, her latest book can disappoint – instead of the language of pop culture we get sober and non-political novel. This article analyzes the latest prose Masłowska in the context of the author’s early works, which implemented the principles of postmodernism. Honey, I’ve killed our cats posed a question about the future of man in ‘satiety drama’ of the modern world and the shape of the future of literature, for which the postmodern language games are already outdated. Masłowska reaches sober language and form to reflect the condition of the 30-year-olds – their sense of frustration, helplessness and discouragement. The text describes the main issues addressed in the book: the problem of identity, illusion, ecology, all included in the form of a theme of sleep and the ocean, at the bottom of which are old ideas and dreams.
EN
The article discusses the problem of language games in the media, more specifically in social communication facilitated by the media. It aims to reconcile, while analyzing the texts of the media, the semantic perspective based on the linguistic worldview conception with the pragmatic approach. Language games, as a manifestation of changes in mass media, can be described from the semantic perspective (with regard to the formal-semantic basis of each game) as well as from the pragmatic perspective (with regard to their intentionality). The semantic perspective allows one not only to reconstruct meaning shifts (through a description of conventional or innovative semantic relations between the elements of the utterance) but also to relate to the linguistic worldview methodology, according to which language is both a result and an instrument of “learning” and “assimilating” the world by humans. Language games utilize the linguistic worldview conception both when they relate to the linguistic form and when they transform the form in producing nonstandard meanings. Texts produced within a specific journalistic genre entail a specific speech genre, which in its presuppositions does or does not contain the acceptance of the predominating linguistic worldview. Intentionality, which belongs to the essence of games and to the macro-act of media communication, leads one to adopt a perspective which extends beyond a semantic analysis. Pragmatic considerations allow to answer the question why a particular language game has been employed. They also function as a tool of reconstructing the structure of the message in which the game has been applied. The combined semantic-pragmatic perspective in the analysis of language games used in contemporary media provides answers to the question of the nature of media communication. Language games appear to be the most expressive manifestation of language change in the realm of media discourse. Language games relate to the author’s and receiver’s knowledge of the grammatical and semantic rules of the language code and the use and norms of this code. They also relate to the rules which define the shaping of the text (also as a representative of a given genre), as well as to the rules regulating the communication process. A language game would thus be a kind of behaviour based on the knowledge of these rules, sometimes resulting from their breach, actual or apparent. These are for example all kinds of language usage whose aim is an intensification of the receiver’s thinking processes. This operational stage is a way to achieve the ultimate objective, i.e. to invoke in the receiver a reaction intended by the author. This kind of linguistic shaping is a manifestation of the attempt to achieve a symmetrical, two-sided (n-sided), dialogic nature of communication, or better, to invoke an impression of such communication. Language games result not so much in interactivity but in interaction-stimulating phaticity. The present analysis also corroborates the theory of communication as a process of generating meanings.
PL
Badanie miało na celu określenie wpływu korzystania z elektronicznego programu do nauki języka obcego opartego na grach edukacyjnych na rozwój wypowiedzi ustnych osób, które doświadczają trudności w nauce języka angielskiego podczas pandemii COVID-19. W badaniu zastosowano podejście eksperymentalne i zrealizowano je na próbie 84 uczniów podzielonej na grupę eksperymentalną (n = 42) i kontrolną (n = 42). Instrumentami badania były program szkoleniowy oraz test do oceny wypowiedzi ustnej. Badanie potwierdziło istnienie istotnej różnicy między grupą eksperymentalną a kontrolną w nabywaniu umiejętności wypowiadania się w języku angielskim po odbyciu programu szkoleniowego na korzyść grupy eksperymentalnej
EN
This study aimed at identifying the effect of using a language games-based electronic program on developing the oral expressions of people with learning difficulties in the English language during the emerging COVID-19 pandemic. The study used the experimental approach and implemented the program on a sample of 84 students divided into an experimental group (n = 42) and a control group (n = 42). The instruments of the study consisted of the training program and a test for the evaluation of oral expressive performance. The study found the existence of a statistically significant difference between the experimental and control groups in the acquisition of oral expression after receiving the training program in favor of the experimental group.
EN
The article presents the functionality of language games in texts representing the unofficial press discourse of the late ‘70s (press). The non-censorship journalism of the second publishing circulation, published outside the censorship, created a space for independent debate and presented the point of view of the pre-solidarity opposition; therefore, it developed communication practices that were alternative to Newspapers as the basic model of Polish in the press at the time (and in public communication). Language games (lexical, syntactic, text, and intertextual) strengthened the persuasive influence of the second cycle press texts, in which new topics were introduced and a new community of values was defined. In a broader sense, the presence of language games in independent journalism can be treated as a signal of reproduction of public communication after a period of dominant newspeak – excluding and actually anti-communication.
EN
The problem of the ambiguity of metaphors and language games in philosophy is significant. On the one hand, we can talk about philosophers’ openness to specially inaccurate issues. On the other hand, we can note that it is not enough to stand face to face with the problem, or, what is even more difficult, determine and accept the right solution. In the context of the considerations, in my opinion, the thoughts which are especially worthy of attention are the ones of Plato and Wittgenstein, who, although from different perspectives, would reduce the problem of metaphors and language games most willingly, even excluding them from the use, or at least significantly reducing their impact on people. While the former one even “excludes” poets of the ideal state, the latter one practically leaves no room for poetic wordplay, basically pushing so understood non-literality outside his “chessboard”. However, as I wanted to show, Plato as well as Wittgenstein largely “created” poetry themselves, though they were not poets in the strict sense. In the mind of each of them, undoubtedly, there is some ambivalence in the approach to these issues. In my work I attempt to look at the problem from the perspective of deconstruction too, because I think that it sheds new light on it and allows a deeper reflection on the subject. The end of the text provides an incentive to philosophical thought in general which, despite its complexities, brings hope of redemption from daily life.
DE
Der methodologische Schemainterpretationskonzept des Verfassers wird skizziert und mit Wittgensteins Philosophie der Sprachspiele und Lebensformen in Verbindung gebracht: Schemaspiele erweitern und fundieren das Sprachspielkonzept und können auch die Deutungen mittels Lebensformen und Lebenswelten tiefer begründen bzw. perspektivisch fruchtbar beleuchten.
EN
The article outlines the concept methodological schematic interpretationism, adhered to by its author; this is connected with Wittgensteinian philosophy of language games and life forms: schema games extend and establish the notion of language play; they can also – by means of life forms and lifeworlds – provide better grounds for effective interpretations.
PL
W artykule zostaje zarysowana koncepcja reprezentowanego przez autora metodologicznego interpretacjonizmu schematycznego; zostaje ona powiązana z Wittgensteinowską filozofią gier językowych i form życia: gry schematów poszerzają i fundują koncepcję gry językowej, mogą też – za pośrednictwem form życia i światów życia – głębiej ugruntować, wzgl. w perspektywie dokonywać owocnego wyjaśnienia interpretacji.
DE
Der methodologische Schemainterpretationskonzept des Verf. wird skizziert und mit Wittgensteins Philosophie der Sprachspiele und Lebensformen in Verbindung gebracht: Schemaspiele erweitern und fundieren das Sprachspielkonzept und können auch die Deutungen mittels Lebensformen und Lebenswelten tiefer begründen bzw. perspektivisch fruchtbar beleuchten.
EN
The article outlines the concept methodological schematic interpretationism, adhered to by its aouthor; this is connected with Wittgensteinian philosophy of language games and life forms: schema games extend and establish the notion of language play; they can also – by means of life forms and lifeworlds – provide better grounds for effective interpretations:
PL
W artykule zostaje zarysowana koncepcja reprezentowanego przez autora metodologicznego interpretacjonizmu schematycznego; zostaje ona powiązana z Wittgensteinowską filozofią gier językowych i form życia: gry schematów poszerzają i fundują koncepcję gry językowej, mogą też – za pośrednictwem form życia i światów życia – głębiej ugruntować, wzgl. w perspektywie  dokonywać owocnego wyjaśnienia interpretacji.
EN
In Fuga temporum, Mieczysław Jastrun's last, posthumous collection of poems, the author remains faithful to the basic motif of his poetry: time. However, it is not the time of history or art that is the most significant here but the time experienced by a person, the time of an individual`s life on the way to death. In his portrayals of time, the poet uses not only lexical but also grammatical resources. Figurative uses of language include creative applications of conceptual metaphors implemented in Polish, as well as of terminological combinations.
19
Content available remote

Peirce i Wittgenstein o życiu znaków

38%
Diametros
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2014
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issue 41
38-55
PL
Celem tego artykułu jest zbadanie i porównanie poglądów Peirce'a i Wittgensteina na naturę znaków. Przeprowadzone badanie pokazuje, że istnieją przynajmniej cztery punkty w powyższej kwestii, co do których Peirce i Wittgenstein pozostają zgodni: triadyczna natura znaków, obecność i szczególna rola w naszych dyskursach znaków zdegenerowanych, rola reguł w konstytuowaniu znaczenia znaków, a także niezbywalna rola społeczności w tworzeniu i podtrzymywaniu procesu semiozy. Fakt istnienia znaczących podobieństw w poglądach Peirce'a i Wittgensteina na naturę znaków nie sprawia jednak, że ich koncepcje semiotyczne są identyczne. Koncepcje te opierają się bowiem na odmiennych założeniach np. co do celów semiozy. Mimo tego wnioski, do jakich dochodzą Peirce i Wittgenstein, są w dużej mierze zbieżne, co może być argumentem na rzecz ich istotności i ważności.
EN
The aim of the paper is to examine some important features of Peirce's and Wittgenstein's accounts of the nature of signs. The analysis shows that there are at least four points , regarding the nature of signs, on which Peirce and Wittgenstein agree. These are: the triadic nature of signs, the presence (and the specific role) of degenerate signs in our discourses, the role of rules in the constitution of meaning, and the indispensable role of a community in creating and maintaining the network of signs. Discovering these similarities does not mean that Peirce's and Wittgenstein's conceptions of semiotics are identical, as their authors make different assumptions about e.g. the aims of semiosis, but they nevertheless reach very similar conclusions.
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