Which exam is right for my students?

Jennifer Manning
A student writing on papers on a school desk

A guide to the ɫèAV assessment suite

Are you stuck on which English exam or test to offer your students? You’re not alone – there are lots of different assessments to choose from and it’s often hard to see how they are different and why you should select one over another.

We’re bringing it all together in this handy guide to help you decide which English language assessment is right for your students.

Exams for young learners

Language exams can be quite daunting for your younger students, especially if they’re taking them for the first time. That’s why we think it’s important to ensure what they have to do is interesting, fun, and motivating.

English Benchmark and ɫèAV English International Certificate Young Learners exams are designed with this in mind, so let’s take a closer look at them both.

English Benchmark

Who it's for:This assessment is aimed at young learners aged between 6 and 13, and who have Common European Framework of Reference (CEFR) levels between pre-A1 and B1. English Benchmark is a great tool for teachers who want a simple way to assess the English abilities of their classes at any stage of the year.

With individual reports produced quickly after completion, parents and teachers can quickly see where their children are on the Global Scale of English (GSE) or CEFR. This can help assess their readiness for the next step, such as the ɫèAV English International Certificate Young Learners exam.

What it tests:English Benchmark aims to assess a student’s competence in the four skills of speaking, listening, reading and writing (with the exception of Level 1, which does not test writing). It covers five different ability levels, with three tests per level.

ɫèAV English International Certificate Young Learners

Who it's for:This test is for young learners who are again aged between 6 and 13, and whose CEFR levels range from pre-A1 to A2. It is available in over 40 territories worldwide, and at different times of the year.

Upon completion, the learners will be able to take pride in receiving an official certificate from , the UK’s largest governing body for academic qualifications.

What it tests:International Certificate Young Learnersfocuses again on integrating all four of the main skills and these are divided over four ability levels – Firstwords (Level 1), Springboard (Level 2), Quickmarch (Level 3), Breakthrough (Level 4). It focuses on completing realistic communicative tasks throughout, giving them a great first experience of official assessment.

Spread out over two separate written and speaking parts; the learners are encouraged to talk effectively about their own lives, rather than simply reciting grammatical or vocabulary structures. This includes activities such as board games and picture matching.

Exams for adults

There are many reasons why your students may need to take a language exam. Some adults need proof of their level for work or university, companies may wish to analyze the abilities of their staff, or individuals may be keen on pursuing a personal goal.

Whatever the motivation, choosing the correct assessment is crucial.By checking out the summaries below of all our assessment options for adults, you’ll be sure you’ve picked the best one.

ɫèAV English International Certificate

Who it's for:ɫèAV English International Certificate (PEIC) is designed for adults of any level who use English in a variety of daily activities, such as with work, at university or socially. As a result, we’ve ensured that the content of PEIC is suitable for learners in any part of the world, age-appropriate, and available at various times of the year.

With its widely recognized Ofqual accreditation, PEIC is excellent for those needing a general English certificate for their work or higher-educational institutions.

What it tests:Throughout the six-level options, ranging from A1 (beginner) to Level 5 C2 (proficiency), authentic materials regarding specific themes are frequently used to assess all four key skills.

Learners will complete tasks related to note completion, letter or email writing, and speaking role plays, along with defending a point of view at higher levels. This reinforces the PEIC as an exam which best suits those who complete everyday tasks in English.

PTE Academic

Who it's for:If your learners are looking for reliable, unbiased proof of their English level for immigration or studying abroad, then the ɫèAV Test of English Academic is perfect for them. by governments for their visa application processes, and multiple leading universities such as Harvard University in the USA, PTE Academic can be .

In addition, the exam is 100% computer-based, can be accessed over 360 days of the year, and can be booked only 24 hours in advance. This suits students and professionals who require more flexibility and benefit from the results being available after only 5 business days.

What it tests:PTE Academic uses the latest Artificial Intelligence software. This means students can be confident that they’re given an unbiased grade for the four main skills they are tested on. The initial speaking and writing sections assess your learner’s abilities to produce responses to questions and scenarios using academic English.

This theme continues through the subsequent listening and reading sections, where candidates complete various tasks such as interpreting information, reordering paragraphs, and summarizing a spoken text.

Versant tests

Who it's for:ɫèAV’s Versant tests are designed for businesses that require a simple, quick and reliable way to assess the English competence of their current or prospective staff. Furthermore, they suit educational institutes that require an efficient way to evaluate the English capabilities of their students before, during, or after their courses.

What it tests:The suite of four different English exams is tailored to suit different requirements, depending on the client's needs. Ranging from 17 to 50 minutes in length, the skills tested will vary from a specific written (Versant Writing Test) or spoken focus (Versant English Test), to the Versant English Placement Test and Versant 4 Skills Essential which integrate all four skills.

Speaking tests are also available in additional languages including Arabic, Dutch, French, and Spanish for dual language programs.

All Versant tests are fully automated, and available online or offline throughout the year. This means that you’ll be able to access the results immediately afterwards.

Level test

Who's it for: Level Test is designed for educators and learners aged 14 and above who are seeking to determine their proficiency level in English, particularly for those interested in assessing their general international English skills. It is suitable for both American and British English users.

What it tests: Level Test assesses the speaking, reading, listening, and writing skills of individuals. It provides detailed insights into learners' abilities, allowing educators to accurately place them in the appropriate class level (ranging from A1 to C2 on the CEFR scale) and make personalized learning recommendations.

The test is adaptable to individual responses, ensuring it challenges learners appropriately without being too easy or too difficult.

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.