Motivating your students through assessment

David Booth
David Booth
A group of young people looking at results and papers in a hallway, laughing and smiling

Motivating students can be difficult, especially where exams are concerned. The prospect of preparing learners for them seems like a mammoth task. But assessment can also be a way of encouraging motivation. The clue is in the word ‘test’. Whether externally or internally driven, students wish to test their knowledge and their learning; they want to see how they are developing and progressing.

In this article, David Booth explores what makes students want to push themselves and how you can encourage them with assessment.

What motivates students?

Students are incentivized in different ways, through internal (intrinsic) and external (extrinsic) motivation. Internal motivation is when someone takes an exam for their own satisfaction or interest; without immediate external reward. External motivation is driven by other factors such as the need to graduate or get to a particular level for career advancement. External motivation may also come from others, such as parents and teachers, encouraging students to attain a particular level in a subject or a qualification.

The important thing to recognize is that students should identify their intention for learning English. This will then enable them to determine short- and long-term goals that will drive both internal and external motivation. For example, a student might say; ‘I like learning English because I love reading books about Harry Potter and also English will be useful in my future life so I can meet and learn from people from different countries’. Recognizing and acknowledging reasons for learning with help reinforce the motivations for learning.

How can we promote an environment that is engaging and motivating?

Students’ self-belief is important but teachers also have a significant role to play. Teachers can help give students the confidence to build on their own skills. One way to do this is by promoting a growth mindset. This is the theory that ability and performance can be developed through fostering a positive environment, and is the opposite of a fixed mindset which is the idea that a person’s talents are already fixed from birth.

Developing a growth mindset is important because it encourages us to see new challenges as a positive thing. It involves praising effort rather than just focusing on outcomes.

With all the above in mind, here are five things teachers can do in class to help keep up student motivation levels:

5 ways you can motivate your students

  1. One of the best things that teachers and educators can do to support their students is to help them identify their motivation. Ask them why they are learning English. Is it for themselves? Their parents? Or a job opportunity? This will help teachers and learners decide on the best course of action for learning and also help students find satisfaction within the task, whether in an exam or taking a conversation class.

  2. It’s important to teach courses that are focused on developing communicative ability and knowledge, not just passing a exam. As education evolves, assessment must too, so it’s crucial to foster the practical linguistic skills of your students, not just aim for a good final grade.

  3. Teachers can help students develop their dominant learning styles. Do they learn by writing new words or reading things aloud? In doing so, you and your students can tailor their exam preparation towards how they work best and ensure they feel motivated to learn by themselves.

  4. You can give students the best understanding about the type of tasks they will face. Looking at past papers or using a wealth of exam resources will give them confidence and familiarity when facing any final assessment.

  5. Teachers must talk the talk! We must say the right things to keep our students motivated. This involves talking about what they have done in a positive way. Praising students just for their intelligence is not productive, because that refers to a quality rather than their behavior. Instead, we want to encourage student development through hard work and application.

Here are some growth mindset statements to inspire your students:

  • You worked really hard on that.
  • I’m so proud of your progress.
  • You kept going even when it was hard.
  • You have a tenacious attitude; I’m so proud that you never quit.
  • You really did … well because …

Motivating students with the ɫèAV English International Certificate (PEIC)

PEIC is designed to help motivate students, offering them the opportunity to identify their strengths, and track improvement and success over time. It is widely used by learners who are looking for a general English test that allows them to build a portfolio of their communicative language ability for travel, to improve their employment prospects or for further education. It’s also valid for life.

Graded progression

PEIC offers a pathway for graded progression from level to level and explicit opportunities to evaluate and accredit learning outcomes at each of the CEFR levels. There are six English proficiency levels, from very low (A1) to very high (C2). There are no hidden surprises, false starts, or sudden jumps in difficulty from one test to the other.

This makes it easy for teachers and students to track progress. Showing students they have progressed in their studies is very motivating and encourages further study.

Assessment of communicative ability

The exams assess learners’ ability to communicate and use English effectively rather than their test-taking skills. The emphasis is on communicative skills; the level of ability that the student has in using the language for practical purposes. This is very motivating both in the short and long term.

A positive testing experience for the student

PEIC delivers a relaxed and enjoyable English testing experience that is a natural continuation of what happens in the classroom. It’s perfect for those educators who are interested in using assessment as a way of building students’ confidence and motivation, as well as raising school standards.

Easily integrated into a general English curriculum

Fitting PEIC around a general English program could not be easier. This is because the types of tasks that students will find in the English exams are similar to those found in most modern communicative course books. Therefore, there is no need to do a specific PEIC course before taking the test.

A wealth of learning resources

There are lots of resources out there offering something for everyone, including test guides for each level, test tutorials, practice tests, test tips and many more, so students will feel supported throughout the preparation process.

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    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…

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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?

    By
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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.