Koussai HOUSSINE, Laetitia NALY, Axel PETIT
Paris Diderot University, July 2017
Technical communicators like to perceive themselves as go-betweens who use language to bring tech objects closer to the general public. Still, is technical communication (abbr. TC throughout the article) really a two-sided coin that bridges the gap between the humanities and science, the “two cultures” in Charles Percy Snow’s terms?
The aim of this paper is twofold: testing the assumption that makes technical communicators middlemen between the two cultures, and to do so, defining the features of the language of TC by general linguistic standards. A sharp analysis of the language of technical communication provides many interesting clues to define its identity.
First, a short history of technical communication since World War II helps us understand how the language of technical communication changed with economic, social and political contexts. Second, we sketch a definition of human language in order to set an accurate theoretical frame and to define the features of the language of technical communication. Third, the discussion of a series of tests completes the qualitative analyses of the first two parts. It provides evidence to support the conclusion of this paper.
Alizée Caudron, Auriane Desbois, Samantha Neller, Julia Ory
This article deals with how innovation has revolutionized current teaching methods, especially from the point of view of the people creating educational content. There are three main steps to creating good training materials: targeting, designing and broadcasting. The first step, targeting, consists in analyzing the training project before its conception, by targeting the audience and preparing the content, in order to set up the best learning strategy. The second step is designing. Today’s technology gives instructional designers an array of different ways to create and present learning content. In addition to the attractiveness and the physical aspect of training materials which is now crucial, technologies such as 3D, games or Big Data also influence training designers’ work as well as learners’ opinions on learning. The final step is broadcasting. This part of the training material producing process is probably the most innovative of all. Indeed, nowadays new broadcasting methods keep appearing every single day. From Learning Management Sytems to the “Bring Your Own Device”, connected learners have a multitude of ways to access the educational material at their disposal.