What's the most effective way to learn English?

Mike Mayor
Mike Mayor
A number of students sat at computers in a library

"What’s the most effective way to learn English?" It’s a question that has perplexed linguists for years. I see room for plenty of innovation in where it all starts - 'Ed'.

The evolution of edtech

In the seventies, reel to reel tape recorders were the latest technology. They enabled us school kids in the north of England to hear French sentences spoken by a first language speaker, rather than by an English teacher.

We looked at pictures projected onto the wall, listened to the sentences and repeated them over and over again.Not only did the audio-lingual methodology use the latest technology – but the pedagogy was also based on the 'sound' learning science of behaviorism. In a nutshell: if you repeat something often enough, it becomes automatic.

This 'drill and kill' approach to language learning has since been discredited and replaced by the communicative approach. Nevertheless, it lasted long enough to inform all of my secondary school French education.

I was considered a linguist and a grade A student. I went on to study for a French degree. But when I finally landed in France, I was unable to participate in even the most basic conversations. How effective had my language learning been?

A focus on outcomes is needed

So what is the takeaway? Publishers, entrepreneurs and edtech companies must think carefully about their products and courses. What problems are they trying to address? What outcomes are they trying to target?

It’s not enough to be innovative or novel. The shiny new toy will only engage learners for a short time if they don’t feel like they are making progress. We need to measure the impact on actual learning.

However, it is great to see so many exciting things happening in the world of edtech. For the first time, I believe we are on the cusp of delivering truly personalized learning journeys to all students –not just those who can afford individual tuition.

Many of us are developing AI that makes the learning journey adaptive, that monitors learner progress and surfaces that progress to the learner, that offers feedback on pronunciation, grammar, vocabulary, speaking and writing.

We know that feedback has a significant impact on learning. We also know that it is challenging to give feedback on spontaneous language. But this is where AI is heading and soon the vision of learners interacting with virtual tutors on various topics will be a reality.

The role of teachers in the edtech landscape

Will technology replace teachers? Unlikely. Language is a social construct. We learn languages to communicate with others – and an increasing number of language apps are partnering with online tutors and creating language communities to address this need for human interaction. But technology can supplement what the teacher does – and will be able to do so more meaningfully thanks to AI.

It can extend language learning outside of the classroom, driving faster progress. It is available 24/7.It provides learners with a safe space to practice and fail – a way to build confidence. It does not replace the teacher. Instead, it enables the teacher to be replaced in the classroom, focusing on the communicative elements of language learning that are still a challenge for apps.

Read our blog post '6 easy ways to learn English'.

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    5 STEAM myths debunked

    By Sarah Hillyard
    Reading time: 4 minutes

    STEAM (Science, Technology, Engineering, Art and Maths) sounds like an overwhelming combination of subjects to teach – and only suitable for expert educators. But the reality is doing STEAM is simpler than you think. Here are 5 common STEAM myths and the truth behind them. We also outline a number of simple activities you try with your students.

    1. STEAM requires a lot of time

    STEAM projects encourage curiosity, creativity and collaboration in the classroom – but they have a reputation for being preparation-heavy and for requiring a lot of teaching time and energy.

    But to get the full benefit of STEAM, there’s no need to plan out a full-blown project that lasts a whole month. In fact, you might integrate just one STEAM lesson into your syllabus. Or a lesson could contain a one-off 10-minute STEAM challenge.

    Here are some easy, low-preparation challenges your classes can take part in:

    10-minute STEAM challenges:

    • Winter unit: How tall can you build a snowman using paper cups?
    • Shapes theme: Using five toothpicks make a pentagon, two triangles, a letter of the alphabet.
    • Bug project: Can you create a symmetrical butterfly?

    2. You need fancy materials to do STEAM

    The biggest misconception is around technology. When you think of STEAM, you might imagine you need apps, computers, tablets and robots to teach it successfully. It’s true that you will certainly find STEAM challenges out there that involve extensive supply lists, expensive equipment, knowledge of programming and robotics.

    However, in reality, you probably have everything you need already. Technology doesn’t have to be expensive or complicated. It can refer to simple, non-electronic tools and machines, too. Think funnels, measuring cups and screwdrivers, for example. You can use low-cost regular classroom or household items and recyclable materials that learners' families can donate. Toilet paper rolls and cardboard boxes are very popular items in STEAM.

    Here is a low-tech activity you can try:

    Combine engineering, art and math using cardboard and a pair of scissors

    This challenge involves creating 3D self-portrait sculptures in the using only cardboard. First, teach about parts of the face by observing and analyzing some Cubist portraits (eg, explore Georges Braque and Pablo Picasso). Then have learners cut out cardboard shapes and make slits in them to attach together. They create their self-portrait sculptures by fitting the pieces together using the slits so that the final product will stand by itself. Display the self-portraits and talk about them.

    3. STEAM is targeted to older learners

    Young children are naturally curious about the world around them, and STEAM experiences begin very early in life. They explore with their senses and test their hypotheses about the world, just like scientists do. Much of their play is based on engineering skills, such as building houses with LEGO® bricks. They learn to manipulate tools while they develop their fine motor skills and their awareness of non-electronic technology. They use dramatic play and enjoy getting their hands full of paint while engaged in art. They learn about maths concepts very early on, such as size (big and small toys), quantities of things, and even babies start using the word “more” if they’re still hungry.

    Check out this simple STEAM experiment to learn about plants and their needs.

    How do plants eat and drink?

    Have students put water and food dye in a pot. Put a white flower in the water. Ask students to guess what will happen.

    After a few days, students should check their flowers and observe how it has changed color. They must then record their results. Extend the experiment by asking if they can make their flowers two colors.