Improving your business English vocabulary for the workplace

Charlotte Guest
Business people sat at a table together, two of them shaking hands.
Reading time: 5 minutes

So, you’re thinking about brushing up on your business English and learning new business vocabulary. In today’s corporate world, having a good handle on basic business terms and business lingo can really set you apart. It’s not just about sounding smart in meetings or crafting the perfect email, though that’s part of it. It’s about feeling more confident and fitting in seamlessly with your colleagues and clients from around the globe. Plus, knowing the right words and phrases can help you navigate tricky situations, negotiate better deals, and make a great impression on customers.

Whether you’re attending business meetings, writing emails, or networking with colleagues, a strong grasp of business English vocabulary can set you apart and open doors to new opportunities.

So, let’s dive in and explore some ways to improve your business English vocabulary.

What business English should you learn?
Play
Privacy and cookies

By watching, you agree ɫèAV can share your viewership data for marketing and analytics for one year, revocable by deleting your cookies.

Why business English vocabulary is important

Having a broad business English vocabulary is beneficial for several reasons:

  • Professionalism: Using appropriate and precise language showcases your professionalism and competence.
  • Business English expressions: Familiarity with common expressions, including idioms and jargon, is essential for fluency in corporate communication.
  • Clarity: Clear communication helps avoid misunderstandings and ensures your messages are understood.
  • Efficiency: Knowing the right terms can make your communication more concise and to the point.
  • Networking: Engaging in business discussions with the correct vocabulary helps build relationships and expand your professional network.

A good grasp of this is crucial for effective business conversations, helping you make a lasting impression on colleagues and clients.

Key areas to focus on in the business environment

Improving your business English vocabulary involves focusing on several key areas relevant to the workplace:

1. Common business terms

Understanding common business terms is fundamental. These include words and phrases used in meetings, negotiations and general business communication.

Examples of essential business vocabulary

To help you get started, here are some important examples of corporate vocabulary across different categories:

  • Agenda: A list of items to be discussed at a meeting.
  • Benchmark: A standard or point of reference against which things may be compared.
  • Stakeholder: A person with an interest or concern in a business.
  • ROI (Return on Investment): A measure of the profitability of an investment.
  • Balance sheet: A financial document that provides a snapshot of the company's financial status at a specific point in time.
  • Consensus: General agreement among a group of people. Example: "We need to reach a consensus before proceeding with the project."
  • Synergy: The combined effect greater than the sum of individual efforts. Example: "The merger will create synergies that benefit both companies."
  • New business: A business in its first few months or years of trading, often associated with entrepreneurship and potential for significant growth.

These terms are often part of the widely accepted corporate speak, which includes overused words and phrases in professional settings.

2. Industry-specific vocabulary

Different industries have their own jargon and specialized terms. Familiarise yourself with the vocabulary specific to your field. Here are a few examples.

Marketing

  • Conversion rate: The percentage of visitors to a website who take a desired action. Example: "Our new campaign improved the conversion rate significantly."
  • Customer journey: The complete experience a customer goes through when interacting with a company. Example: "Mapping the customer journey helps identify points of improvement."
  • Demographic segmentation: This includes variables such as age, gender, income, education and occupation.Example: "We tailored our marketing strategy to target millennials and Gen Z through social media platforms."

Finance

  • Diversification: Spreading investments to reduce risk.Example: "Diversification of the portfolio can protect against market volatility."
  • Depreciation: The reduction in the value of an asset over time. Example: "We need to account for depreciation when calculating annual profits."
  • Cash flow: The movement of cash in and out of a company. Example: "A positive cash flow is crucial for the financial stability of the business."

Technology

  • Big Data: Large volumes of data that can be analyzed for insights. Example: "Big data analytics can reveal trends that drive business strategy."
  • Blockchain: A digital ledger used for recording transactions securely.Example: "Blockchain technology is revolutionizing supply chain management."
  • Internet of Things (IoT): The interconnection via the internet of computing devices embedded in everyday objects, enabling them to send and receive data.Example: "IoT technology will revolutionize our inventory management systems."

3. Formal and informal language

Understanding when to use formal and informal language is crucial. Formal language is often used in official documents and professional settings, while informal language may be used in casual conversations or internal communications.

Teams need to be on the same page to ensure effective communication and avoid misunderstandings.

Giving feedback:

Formal: "I would appreciate it if you could review the proposal and share your feedback."

Informal: "Please take a look at the proposal and let me know what you think."

Requesting information:

Formal: "Could you kindly provide the sales figures for Q3 by the end of the day?"

Informal: "Can you send me the sales numbers for Q3 by today?"

4. Phrasal verbs

Phrasal verbs are phrases that consist of a verb combined with a preposition or adverb (or both), which creates a meaning different from the original verb on its own. These constructions are widespread in business English and other forms of communication. For example, the verb "bring" combined with the preposition "up" forms "bring up".

Learning these can help you understand and participate in conversations in business contexts more effectively:

  • Bring up: To mention or introduce a topic.
  • Carry out: To perform or complete a task.
  • Turn down: To reject or refuse an offer.
  • Get the ball rolling: To start a meeting or initiate an activity.
  • Fill out: To complete a form or document. Example: "Please fill out the application form and submit it by Monday."
  • Go over: To examine or review something.Example: "Let'sgo over the quarterly results before the meeting."
  • Put off: To delay or postpone.Example: "We decided to put off the launch date until further notice."

Keep practicing and working on it

Improving your business English vocabulary is a valuable investment in your professional development and helps you navigate the business world with greater ease and proficiency.

By focusing on key areas, employing effective strategies and practicing regularly, you can enhance your communication skills and boost your confidence in the workplace. Remember, consistency is key—make it a habit to learn and use new words and vocabulary daily.

More blogs from ɫèAV

  • A girl sat at a laptop with headphones on in a library

    5 myths about online language learning

    By Steffanie Zazulak
    Reading time: 3 minutes

    Technology has radically changed the way people are able to access information and learn. As a result, there are a great number of tools to facilitate online language learning – an area that’s been the subject of many myths. Here we highlight (and debunk) some of the bigger ones…

    Myth #1: You will learn more quickly

    Although online learning tools are designed to provide ways to teach and support the learner, they won’t provide you with a shortcut to proficiency or bypass any of the key stages of learning.Although you may well be absorbing lots of vocabulary and grammar rules while studying in isolation, this isn’t a replacement for an environment in which you can immerse yourself in the language with English speakers. Such settings help you improve your speaking and listening skills and increase precision, because the key is to find opportunities to practise both – widening your use of the language rather than simply building up your knowledge of it.

    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.

  • Two teenagers sat at a desk in a classroom working together in front of a laptop

    My lifelong learning journey: Why learning English never stops

    By Zarela Cruz
    Reading time: 4 minutes

    My journey with English began in the unlikeliest of places: a mining camp in southern Peru. As a child, I was fascinated by American culture – the movies, the music, the seemingly limitless world that English opened up. For me, the language was a gateway leading to a deeper understanding and feeling of belonging, making me part of their culture.

  • A classroom scene with a teacher and diverse students engaged in learning, using laptops on desks, in a brightly lit room.

    Is game-based learning technology a waste of time?

    By
    Reading time: 4 minutes

    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.