How to motivate reluctant readers

Sue Alderman
Two children looking over a book together

Reading in English can be one of the most challenging activities for young learners and teenagers, especially when they don’t get much enjoyment from reading in their own language.

These four reading strategies are fun, high-energy, and educational ways of getting even the most reluctant students involved in your reading lessons.

1. Bring outside interests into the classroom

Many students find it hard to get enthused by the reading texts used in their classrooms; they might feature complex vocabulary, be too generic, or just not resonate with their interests. An effective way of reaching out to the more reluctant readers in the class is to use reading materials related to the media they enjoy engaging with in their leisure time.

ɫèAV’s Marvel series of graded readers provides an ideal opportunity for bringing popular movie culture into your learners’ reading skills development. All of the readers are designed specifically for use in the classroom and feature an integrated skills approach that reinforces vocabulary and helps develop language skills. The readers come with activities to complete throughout the book rather than at the end, and key vocabulary is highlighted and defined.

Excitingly, most of our readers come with downloadable audio files (MP3s), so the students can listen along and hear the stories come to life. The audio can help students model pronunciation, get used to different accents and dialects, and make it even more accessible for students who are still less keen on reading.

2. Gamify the reading experience

By adding simple game dynamics and mechanics to your reading activities, you can add a competitive and fun element to your classes. This could help maintain the interest of learners who might otherwise lose enthusiasm.

The “dictogloss” activity is a good way of adding that extra element as it uses a countdown timer and peer-to-peer interaction to make the reading more of a competitive game.

First, find a good level and age-appropriate story for your students. Before you begin reading the story, tell your students to pay close attention because they are going to re-tell it themselves later.

You will need to read the story to the students in an engaging way, occasionally stopping, and asking students what they think will happen next.

Afterwards, allow the students five minutes to write as much of the story as they can remember in their notebooks.

When time is up, put the students in pairs and allow them to compare stories and correct each other, combining their stories, so they have a complete version. Help students by writing key vocabulary on the board as they request it.

Finally, hand out the original story for students to compare. Get feedback to find out what new vocabulary they have learned and help them make corrections in their stories where needed.

3. Experiment with high-energy activities

Reading doesn’t have to be a sedentary activity. Make use of the classroom space and use movement as a way to motivate and engage your students.

Add a dash of physical activity to your reading task by turning it into a running dictation competition. At the same time, they will practice a whole range of skills; reading, listening, pronunciation, and writing.

Before the class, stick some level-appropriate reading materials to a classroom wall; ideally, you should space it out well and have one reading sheet for every two to four students (the material should be identical).

Put your students into pairs and tell them they are going to have a reading race. Nominate one student to write and another student to dictate.

Students who are writing must sit at a table on the opposite side of the room to the reading material. Students who are dictating must go to the text on the wall, memorize as much of the text as possible, come back to the writer and dictate what they can remember.

Pairs must write as much as they can in four minutes, and when you get halfway through the activity, students should swap roles.

Finally, ask the students to swap their papers and listen to your dictation, making corrections and asking questions as they go. The pair with the longest text and fewest errors is the winner!

4. Go beyond the text

Taking a text and making it into something entirely original can also be a powerful motivator for creative students. Those who complain that reading is boring or too hard will have an extra reason to get through a story if there’s a promise of creative fun at the end of the task.

Tell students that once they have finished reading, they must re-imagine the story and characters and adapt it for a radio show, complete with sound effects, music and scripts.

Depending on how creative your students are feeling, they could write a sequel or a prequel, or adapt the existing story – ideal if you’re using a superhero reader from the Marvel series.

They will need to review vocabulary and pronunciation, remember the details of the original story, explain the characters and their motivations, and plot and write their own scripts. Students can find sound effects on YouTube and record the whole thing on their mobile phones, or a school computer.

By turning a book into a creative project, not only can you motivate students to read, but you will reinforce vocabulary, pronunciation and have a lot of fun doing it.

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.