English Teacher Awards 2024: Understanding the categories

Thomas Gardner
A smiley woman and one of her friends/students working in a cafe.
Reading time: 4 minutes

Teachers shape every aspect of our learning experience, especially when it comes to language learning. Great teachers give learners not only the skills but the confidence to go out in the world, start speaking up and discovering new opportunities.

We’re celebrating those exceptional educators with the ɫèAV English Teacher Awards 2024.

With five different categories and a Gold, Silver and Bronze winner in each, there are 15 chances to take home thousands of pounds worth of top prizes for the winning teachers and their schools.

Find out more about who can enter and the different categories in this article.

Teacher Awards 2024
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The 5 award categories

The ɫèAV English Teacher Awards celebrate educators across five different categories, and closely tailoring your application to the category description is a great way to stand out to the judges.

Teachers can only be nominated for one category, so take a look at the five categories below to find out which is the best fit for your nominee.

1. Teaching Young Minds English

Those very first experiences of learning English can shape a love of language that lasts a lifetime.

This category is for primary educators who’ve set young learners up for long-term success in English through their nurturing, engaging approach.

From fun-filled lessons to creative ways to give young learners opportunities to use their new skills, we want to hear about the educators that have filled children with the confidence to get their language learning journey off to a great start.

2. Empowering Teen Confidence in English

Filled with exams, competing priorities and big decisions, the teenage years can be a make-or-break moment for language learning and the future paths it unlocks.

Making progress with a language rests on feeling confident enough to put skills into practice, which can be difficult for all learners and especially for teenagers.

This category recognizes dedicated teachers who’ve helped teen learners maintain their engagement and commitment to learning English. We’re looking for teachers who have helped teenagers build the confidence they need to speak up and start to discover the joy of being themselves in English.

3. Cultivating Lifelong Learners in English

Learning English as an adult comes with its own unique set of motivations and challenges. Learners are often balancing a whole range of competing responsibilities, with high-stakes opportunities, like studying or employment, that rely on language proficiency.

This category celebrates educators who enable and inspire adult learners with their empathetic, innovative approach, giving them the confidence to learn, perform at their best and unlock new opportunities by learning English.

4. Innovation in English Language Teaching

Teaching is a dynamic discipline that changes with every year, every class and every learner.

Sometimes, it means finding a completely new way to help learners understand and connect with a subject.

This category celebrates those who are always striving to bring the best new technology and techniques to teaching English. We’re looking for educators who have challenged traditional practices, implemented innovative teaching methods and inspired change in the way English is taught.

5. Rising Stars of English Language Teaching

Teaching is a journey, just like learning English. This category recognizes those with less than three years of experience at the very start of their English language teaching career.

We’re looking for educators who’ve arrived in the classroom with a whole host of creative ideas and techniques for building learners' confidence.

Winners in this category will already be leading the way at their school when it comes to shaping the way English is taught and giving learners that “I can do it” confidence.

How to enter

Once you’ve decided on the right category, it’s time to start your nomination.

All applications are online via the English Teacher Awards entry pageand there’s just one question to answer:

How do you/your teacher/your colleague build learners’ confidence to be themselves in English?

The deadline for nominations is midnight (CST) on 1st November.

Your nominee will receive an automated email letting them know they’ve been nominated. Our team will contact them again if they’re shortlisted as a winner ahead of the online awards ceremony in November 2024.

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    Myth #2: It replaces learning in the classroom

    With big data and AI increasingly providing a more accurate idea of their level, as well as a quantifiable idea of how much they need to learn to advance to the next level of proficiency, classroom learning is vital for supplementing classroom learning. And with the Global Scale of English providing an accurate measurement of progress, students can personalise their learning and decide how they’re going to divide their time between classroom learning and private study.

    Myth #3: It can’t be incorporated into classroom learning

    There are a huge number of ways that students and teachers can use the Internet in the classroom. Meanwhile, ɫèAV’s online courses and apps have a positive, measurable impact on your learning outcomes.

    Myth #4:You can't learn in the workplace

    Online language learning is ideally suited to the workplace and we must create the need to use the language and opportunities to practise it. A job offers one of the most effective learning environments: where communication is key and you’re frequently exposed to specialized vocabulary. Online language learning tools can flexibly support your busy schedule.

    Myth #5: Online language learning is impersonal and isolating

    A common misconception is that online language learning is a solitary journey, lacking the personal connection and support found in traditional classrooms. In reality, today’s digital platforms are designed to foster community and real interaction. With features like live virtual classrooms, discussion forums and instant feedback, learners can connect with peers and educators around the world, building skills together.

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    Is game-based learning technology a waste of time?

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    We feel that game-based learning (GBL) is a waste of time… if not properly understood. Even then, one could argue that "wasting time" is a vital part of learning and perhaps we need to stop insisting that every second counts.

    Game-based learning vs. Gamification: Understanding the difference

    Let’s begin by first addressing the term "game-based learning" and how it compares to its doppelgänger, gamification. Gamification is the application of game mechanics and dynamics to non-game contexts to solve problems, engage users and promote desired behaviours. For example, rewarding acheivements with points, awards or badges for achievement, levelling up, using avatars, quests and collaboration are all gamification features, which elevate games above the mundane activities of normal life.

    The principles of gamification have been applied to the retail and services sectors for years: think of airlines' frequent flyers programs, pubs and bars running "happy hours" promotions, WeightWatchers' points-counting, Foursquare's badges for visiting new places. There are hundreds of examples of where game dynamics have been introduced into non-game contexts to influence behaviour and bring about a desired result.

    Game-based learning in action: More than just play

    Gamification does not refer to the straightforward use of games (whether digital or otherwise) as part of a teaching or learning interaction. A teacher using the board game Monopoly in the classroom to demonstrate the idea of rent is not gamifying the learning environment; they are involving learners in game-based learning. GBL refers to the use of games as tools: as devices for opening discussion, presenting concepts or promoting learner engagement within clearly defined learning objectives, in other words, learning through playing games. Gamification is the appropriation of those principles, mechanics and dynamics that make games work in order to promote engagement or engender a desired outcome.

    Teachers have long introduced games into the learning environment – such as Kim’s Game, Pelmanism and Guess Who? – and the uptake of GBL with digital games is particularly well demonstrated by the work being done by the Institute of Play, and the growing popularity of the likes of Minecraft and SimCity in schools. In terms of our immediate ELT context, pretty much any video game can be repurposed for language learning, in the same way a text, song or website can be. Take, for example, the indie game . Although there is no actual spoken language in the game, the platform puzzle format lends itself perfectly to practising language around predictions or conditionals ("If I pull that lever, the door will open"), recounting events ("I was chased by a giant spider!"), strategising and so on. In this post, we will be referring to existing digital games that have been appropriated into a learning context, as opposed to games that have been designed with a specific educational use in mind.

    Sharma and Barrett’s definition of blended learning provides a useful context for approaching the use of digital games in such modalities, notably the combination of “a face-to-face classroom component with an appropriate use of technology”. We’re making no assumptions about whether the games are being accessed in the classroom, on mobile or online at home. The blend isn’t defined by where a learner is, but by how their use of technology supports and enhances their contact with the teacher.

    The notion of appropriateness in Sharma and Barrett’s definition is critical as, in the case of a GBL project, it assumes a teacher has a familiarity with both the tech and content accessibility of a selected game. Acquiring that level of familiarity with a game requires a certain amount of time engaging with it to determine its fit for the needs of the learners, an activity which might easily be considered off task when compared to the other demands being made on an educator’s schedule.

    How GBL fuels engagement and deeper learning

    The benefits of GBL with digital games are potentially quite profound, however. First, studies indicate that playing video games in general can stimulate the generation of neurons and enhance connectivity between the regions of the brain responsible for memory formation, spatial orientation and strategic thinking. The right pairing of game and learning objectives could be argued to promote situated cognition, a theory that knowledge is constructed through – and inseparable from – social interactions and the context in which they take place. A learner immersed in SimCity stands a much greater chance of understanding the principles of taxation and the provision of public services through playing the role of a mayor, for example, than a learner being walked through the annual budget. As Lim et al. state: “games are effective because learning takes place within a meaningful context where what must be learned is directly related to the environment in which learning and demonstration take place”.

    Early-stage research on mirror neurons is adding a new aspect to the discussion around the immediacy of playing games. In short, mirror neurons suggest that when we observe someone performing an action, there is a brief moment in which our brain cells fire as if we are carrying out that action ourselves. The boundary between observer (player) and observed (in-game character) becomes blurred for a split second. A lot can happen in that split second.

    In addition to the benefits of an immersive, neuron-stroking experience, games demonstrably promote learner engagement by introducing the F-bomb into the mix (fun). They also have the capacity to provide an unrivalled social experience, as in the case of MMORPGs (massively multiplayer online role-playing games). As an example, consider how a leading MMORPG game, World of Warcraft, is applied in learning environments.

    Addressing concerns and embracing change

    However, there are often deep-seated cultural aversions to the use of games in an educational context that GBL initiatives are required to overcome. Critics have said that digital games are anti-social, that they rot your attention span, that they are not legitimate, validated learning resources. Although there is not yet a body of research that can empirically confirm or debunk the effectiveness of games used for learning, surely watching a learner plan, execute and evaluate a project in Minecraft with classmates suggests that those objections are based on dated assumptions. The language learning space in particular is still very much attached to a coursebook paradigm that is predicated on levels and a clearly defined syllabus. Perhaps GBL is too much at odds with an established business model that is the bedrock of too many large education organisations.

    So is GBL a waste of time? We’d argue that it is when its potential is not properly recognised and it is treated as light relief. Games are dynamic, engaging resources capable of delivering experiences and drawing connections that can really ignite a student’s learning experience. Furthermore, they bring a playful and unpredictable aspect to the learning process.