From learners to explorers: How to develop an explorer mindset in language students

Jeanne Perrett
A young child with a hat on climbing on a tree

What do you think of when you hear the term ‘explorer mindset’?

Many people think that it’s about encouraging children to be interested in learning. To support them when they want to discover new thoughts and skills – and to find things out for themselves.

But we can expand on those thoughts.

Explorers who set off on expeditions have specific goals. They have to prepare physically, mentally and practically. They know where they want to go, even if they don’t know what they will find there. In the process, they stumble and fall and get back up again. And when they finally reach the place they were headed for, they see more opportunities and realize they would like to go even further.

Young people who develop this mindset will always want to learn, discover and keep searching for bigger and better things.

1. Prepare them for the journey

Before setting off on any journey, it’s crucial to have access to the right tools. In our schools, we (usually) have all the books, technology and stationery we need. At home, on the other hand, students might only have the basics. Books and craft supplies might also be seen as messy and something to be tidied away.

Therefore, in our classrooms, we should show our students that materials are always readily accessible. Learners should understand that while everything has its place, we still like to read, write, and make things.

How to encourage reading, writing and creativity:

  • Show students what you are reading; the books you have in your bag or tablet.
  • Show them your notebooks and other written work.
  • Allow time for craft work in the middle of the lesson and leave time to clear up at the end.
  • Allocate a ‘messy space’ in the classroom where craft material can be used anytime. We often do this with kindergarten classes; consider continuing it for older students.

2. Focus on the language learning destination

Most of our students will be excited about starting their journey through the English language. Some will be naturally motivated or innately inclined to become fluent speakers, and others will need your encouragement.

As a teacher, you are the primary role model for your students. Your most powerful tool is showing your own enthusiasm for learning through English. Show the children that you want to improve your own English.

Thanks to the power of technology, children have become excellent explorers.

We can now be genuinely surprised about the things they discover on YouTube, Twitch or TikTok – the phrases, ideas or even ‘life hacks’ they share with us in class. We can learn from them too. Real admiration is always more motivating than praise.

How to encourage show and tell in the classroom:

  • Allow five minutes for the children to show or tell you new things they have discovered online or elsewhere. Make it a routine with a time limit.
  • Help the children find out about the skills their role models have by searching the internet or reading magazines. Seeing what others can do from small beginnings can inspire students to create their own goals.

3. Acknowledge obstacles

We tend to think of obstacles as something we have to conquer and get over. But we can’t always do that. Sometimes we have to stop, retrace our steps, rest, redefine our goals and start again.

As teachers, we know that not achieving what we have set out to do can make us feel incompetent. The same goes for our students. If they can’t do their homework, they may not feel good about themselves and start to invent excuses. We need to set them small, manageable daily goals so that the students can find satisfaction in focused work with a finite outcome.

If they do not achieve those goals, we can reset them in a different way – for example, a writing task could become a speaking task or vice versa. Seeing that we can approach a piece of work from different angles is a life skill for our children. We don’t have to give up; we have to do it differently.

How to help individuals reach their full potential

Give them a homework menu with different tasks done in different ways. This allows them to work to the best of their specific abilities.
For example:

Describe your bedroom. You can…

  • write about it
  • talk about it
  • draw and label it
  • take a photo and label it

4. Continue to explore

It sometimes seems that the more we learn, the less we know. As we achieve certain goals, we realize that there are other goals beyond them. Viewed from afar, they might seem, like mountain ranges, impossible to reach. And it’s true. We can’t possibly learn everything. Just as we can accept obstacles as a natural part of life, we can accept limitations.

Instead of feeling inadequate, we can focus on what we have learnt and gradually extend our knowledge and skills. This can be done at any level, and it is rewarding to look back and see how far we have come as explorers of the English language.

Tips for extending students’ knowledge and skills

  • Create regular opportunities for the children to demonstrate new knowledge or skills. A bulletin board is a simple way of doing this; children could add a note or a drawing to a topic-based board and read it aloud or briefly explain why they think it is interesting.
  • Start or end a school term with simple revision activities and quizzes to help the students feel good about what they already know, however basic.
  • Point out the students' less obvious soft skills, such as punctuality, listening to others, or being organized. Reading and writing often dominate school lessons. This helps children realize that other aspects of their skill sets and behavior are recognized and valued.

Encouraging children to develop an explorer mindset helps them feel a sense of satisfaction, that they are responsible for their own education. They are, and will continue to be, the leaders of their own learning expeditions.

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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.

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    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.