Four motivating activities to teach core values through reading

Nicola Schofield
A young girl sat at a desk smiling at the front of the class, with other students in the background.
Reading time: 4 minutes

Teaching ourchildren corevalues is so important in helping them to becomehappy,well-balancedcitizens who will make a positive contributiontoour future society.

Values are present and visible everywhere and they arethefoundation or starting point from where we make our decisions, which ultimately determine our futures. It is,therefore,important that our children learn a strong, moral set of values that will help guide them as they grow older,inform their decisions,help them toknow right from wrong, solve problems, assert themselves and build self-esteem and confidence.

Values can bebuilton apersonal level or evenshared ata group level such as a family and friendship group.However, we often see them on a larger scale within communities, countries or even the whole world.

Having a shared set of values connects peopleon a deeper leveland helps us to all work towards the same goals and standards – they caneven encourage people to see the similarities between each other, rather than thedifferences.

Learning values through reading

Children learn about values through their families, friends, and teachers, through what they watch or listen to and through their life experiences. They also learn about valuesthrough the books they read.These lessonscan be subtle but are oftenextremely powerful andcanhave a significant impact and influence.

As an example, let’s have a look at how shared valuesareexplored in thenew graded readers series for young learners,Disney Kids Readers, where special emphasis has been put on exploring values within a story.At the end, you will find severalvalue-based activitiesthat you can download for use in the classroom orasan activity at home.

Howdo Disney Kids Readers teach core values?

  1. Learning through stories that are already familiar can help children to trust in and take on board the key messages much more easily. Familiarity can break down many barriers to communication and help us understand that values are often universal.
  2. Many children are also familiar with the Disney characters and can find inspiration from reading how they react to situations in life, make decisions and behave. Children often look up to characters and can see them as role models within their own lives. As a result, the readers can be a reference point on how to respond to key life moments and how to incorporate values into real life.
  3. Also, depending on the child's age, some values may be new and children may not yet have experience with them in the real world. Therefore, the Disney stories allow them to explore these key messages through their favorite Disney character’s point of view.

Each Disney Kids Reader is linked to a key valueand contains a ‘Values’ page with ashortcomicstripthat brings to life a specific value.

The list below detailsa selection ofkey values taught across the readers.You could askthe childrenin your classto talk about which values are most important to them and why. Ask them to give an exampleofa time when they have demonstrated this value in their own lives.

Friendship, positivity, curiosity, confidence, open-mindedness, courage, determination, self-belief, responsibility, resilience, respect, honesty.

Examples of key values inDisney stories

InThe Jungle Book,friendshipis a keyvalue,and we learn that it is important to help our friends. Baloo helps Mowgli when he is alone in the jungle and scared. An angry tiger wants Mowgli to leave the jungle, but when Mowgli meets Baloo, he finds a friend in him. Baloo sees that Mowgli is scared and looks after him.We learn that it is important to help our friends when they are in need.

Do:Ask the children when they have helped their friends.

InInside Out, we learn aboutsincerityandhowimportantit is to talk about how we are feeling. Riley is a teenager struggling with a whole range of emotions and we learn that life isn’t about being happy all the time and that it is okay to be sad sometimes. The children learn that this is a normal part of life and that talking it through with a friend, a parent or a teacher can help.

Do:Ask the children if they share their feelings with others.

Here are some activities for you to use with your class to help put into practice the core values from the readers. You can use these activities with any book, in and outside the classroom.

1. My Values Road Sign (L3-4)

This activityisa great way of talkingtochildrenabout their values. By creating a road sign poster,it will help them to decide which values are most important to them and it is something that they canreferto again and again in challenging times. They can stick it on their bedroom wall, display it on the fridge or you could even make a classroom display of shared valueswhen children have finishedtheirbooks!

Download the worksheet

2. Kindness Calendar (L4-6)

This activity can be done as a family, with friends or as a class. The children fill in the calendar with kind actions they are going to do for 7 days. They can cut them out and placetheminto a jar and ask a different family member/friend/classmate to choose one a day. Do this for a week and discuss how carrying out kind actions makes them feel.Chances areit will make them feel good!

Download the worksheet

3. Core Values Quiz (L5-6)

Try this quiz with your class and test their values. The questions focus on the following values: sincerity, honesty, positivity, resilience and friendship. If they answer mostly As, then they already demonstrate most of the values in their lives. If they answer mostly Bs, talk to them about why it is important to be honest, positive, strong and kind. The quiz will start a meaningful conversation about their own values and how they react to common situations in life.

Download the worksheet

4. My future self (L1-2)

The childrenfill in the crystal ball with pictures of who they would like to be in the future. Do they want to be smart, funny, have a good job, live abroad, have a family, be rich, be a good friend or help the planet? Which of the plans make one person(themselves)happyand which plans make the world better? Do they need to change any of them?

Download the worksheet

Read our blog posts 'Fostering self-care and wellbeing through the world of reading'and 'The importance of teaching values to young learners'.

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.