6 easy ways to learn English

Steffanie Zazulak
Woman wearing headphones outside, smiling and looking hopeful

When you’re learning English, it’s important to keep your motivation up. As with any task, there may be times when it feels a bit more difficult, so switch up your methods and don’t be afraid to make mistakes – you’ll reach the level you want to be at.

We’ve already provided some unique ways to teach English that you may now have experienced with your teacher. Here, we suggest some easy ways to learn English that you can try any time – at home, at work or on the move. Why not try them today? Surround yourself with English and you’ll see improvements in your language confidence and skills, while having fun at the same time…

1. English words with friends

Scrabble is a classic board game in which players use random lettered tiles to create words in a crossword fashion. It’s a fantastic way to strengthen your English vocabulary, and there’s also a Scrabble Junior version for beginners. Playing Scrabble challenges you to really think in English as you try to come up with different words using your set of letters.

If you’re taking an English class, buy the board game and invite your classmates to play with you. You can also play Scrabble online through websites like Facebook, where it is called Words With Friends.

2. Add some music

Not only will your favorite song wake up your mind and put you in a positive mood to learn English, but the lyrics can help you expand your skills. acquire grammar and vocabulary and improve spelling.

Songs almost always contain a lot of useful vocabulary, phrases and expressions. And since the intended audience is fluent English speakers, the latest tunes include up-to-date language and colloquialisms. The language used in songs is casual and usable, if you pick the right music. Music also has an uncanny ability to stick in our heads, which can help you remember your new English words.

3. Try, try and try again

To commit new English words to memory, it’s important to keep using them. Keep a notebook of new words you learn, and try to use them in three different sentences. Write your sentences down and say them out loud. The repetition will help you remember the word, and working out different uses of the word will help expand your vocabulary bank. Remember, taking small steps like these will still help you to reach your goal.

4. Join online English forums

The key here is to join forums for subjects you are interested in – that way, your motivation will rub off on your English learning and you’ll be more inclined to participate. So, whether it’s photography, movies, traveling or cooking, discuss your passion with other like-minded people in English.

If you feel nervous about people identifying you, make an anonymous profile. Then read through the forum to see what people are discussing. Once you feel confident, actively participate in the forum by answering questions posed by other people – or post your own questions and have a conversation with the other members who answer you.

5. Get with the language

One of the most effective and easy ways to learn English is to immerse yourself in the language fully. Find an English-speaking radio station to listen to, watch an English-speaking movie or TV show or surround yourself with people having conversations in English. Listen carefully to conversations in restaurants, on the bus or in shops and try to pick up the everyday use of the language.

Not only will this help your listening skills, but you can also try to pronounce the words yourself in context to improve your speaking skills. With modern technology and apps, this can be done practically anywhere.

6. Read to learn English

You could really give your reading skills a boost here – but your speaking skills can benefit, too. The more you read English text to yourself or aloud, the more confidence you will have. If you feel nervous, start by practicing at home then move on to reading in front of an audience and asking for their feedback. Of course, it’s also enjoyable to read some wonderful stories.

E-readers and tablets make learning English even easier because if you don’t know a word, you can click on it to read its definition. On the Kindle, you can add new words you’ve learnt to its Vocabulary Builder feature, which is stored on the device.

Others recommend listening to and reading text at the same time as an excellent way to enhance the learning process. Kindle’s Whispersync for Voice is designed for just this purpose and includes audio with selected books, so you can listen and follow the text as you read.

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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…

    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.

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    My lifelong learning journey: Why learning English never stops

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    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.