Everything you need to know about Versant by ɫèAV tests

Gemma Considine
A woman looking at a laptop in a library smiling

From sending emails and participating in conference calls to studying a masters degree or communicating on social media, in today’s globalized world, English is used by more and moresecond-language English speakers in their daily lives.

For this reason, many schools, institutions and businesses now require their students or employees to have a minimum level of English. That’s why we need quick and efficient ways to test people’s proficiency and make sure they have the skills needed to communicate effectively.

This is where Versant by ɫèAV tests come in. Our suite of four exams can be used to test various skills and competencies depending on the organization's needs. What’s more, they can be taken anywhere, at any time and the results are received instantly – making recruitment or enrollment a much smoother process.

This guide will help answer some questions you may have about the tests, and provide some links to useful resources.

What are the Versant tests?

The Versant by ɫèAV tests are designed to measure an individual’s abilities in all or some of the four skills; speaking, writing, listening, or reading. They vary in length from between 17 to 50 minutes, and the results are available immediately afterwards.

There are four Versant products available, and they differ depending on which skills are considered most relevant to the candidates, or their places of work and study. It is possible to focus specifically on speaking or writing, for example, instead of a candidate’s entire skill set.

One thing which is consistent across all the tests is that they are fully automated, and can be delivered online or offline around the world at any time. The scores are then available immediately after finishing the test – so there will be no more agonizing waits for results!

In addition, other languages are also available in the testing suite; including Arabic, Dutch, French, Spanish and Aviation English.

Who are they for?

Organizations, institutions and corporations can use Versant by ɫèAV tests to establish language proficiency benchmarks.

For businesses, they are a simple, reliable, and efficient tool for Human Resources (HR) departments to make sure their staff have the level required in the given language.

In an educational context, the tests are an excellent way for schools to place students within a certain program, to measure their progress and check their level at the end of a course to see if they are ready to move on.

What skills do they test?

Thestructure and content of the testsvary depending on which one you choose. Whichever one you select, all you need to take them is a computer, a reliable internet connection, and a headset with a built-in microphone. What’s more some of our speaking only tests (English, Spanish and French) can also be taken on your smartphone via the mobile app.

The Versant English Placement Test(VEPT)is the most thorough, taking 50 minutes in total. It focuses on speaking, listening, reading, and writing. The nine task types include reading aloud, repeats, sentence building, conversations, typing, sentence completion, dictation, passage reconstruction, along with providing a summary and opinion. This broad range of assessments is ideal for evaluating every aspect of a candidate’s language ability, from their pronunciation to their knowledge of grammar and complex language use.

But if this is too comprehensive for your needs, there are shorter, more focused alternatives:

The Versant English Test (VET)is a 17-minute assessment designed to evaluate speaking skills. This test can ensure that current or future employees meet the standard required to communicate effectively in a second language by assessing a student's sentence mastery, fluency, pronunciation, and vocabulary.

The Versant Writing Test (VWT)is a test of the candidate’s proficiency in writing skills. Taking approximately 35 minutes, the candidates are tested on their grammar, vocabulary, organization, register, and ability to read appropriate texts. Summarizing, taking notes, and responding to emails in a second language are key to many businesses nowadays, such as call centers. This test will allow companies to create a benchmark for their current and future employees related to specific writing skills.

The Versant 4 Skills Essentialrecognizes the growing need for people to be adept in all four language skills, even in entry-level jobs. Throughout this 30-minute web-based test, candidates undertake a variety of tasks including sentence formation, listening comprehension and written dictation.

Due to its short time limit, flexible web-based approach, and focused skill assessment, this suits fast-paced recruitment environments, helping to identify the best applicants as efficiently and accurately as possible.

What are the key features?

Once a candidate completes their test, a unique score report can be accessed immediately. This details a candidate’s performance in each stage, suggestions for improvement, and an overall CEFR or GSE score (or equivalent). This is thanks to our advanced speech and text processing technology. There is no need for a human examiner, which means scoring can be done instantaneously.

Moreover, thanks to this technology's objective nature, results will be given without an examiner's potential bias. This makes scores extremely reliable and consistent across a wide range of candidates.

VET also has concordances to TOEFL iBT and TOEIC. VEPT is also aligned to IELTS.

Finally, the ScoreKeeper administration tool is available with all Versant exams and allows businesses or educational institutions to manage the testing of all their candidates in one place. By using this, assigning tests, uploading rosters and exporting results can all be done remotely, regardless of a candidate's location.

Hire with confidence using our simple guide to language skill assessment

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    Myth #4:You can't learn in the workplace

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    Is game-based learning technology a waste of time?

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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.

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    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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    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.