4 ways to improve your students' intelligibility

Charlotte Guest
A woman and a man talking together

Intelligibility is the art of being understood by others. Many students think they need to speak a language flawlessly and with a native-like accent to make themselves clear, but this is not quite true.

While there is a correlation between proficiency and intelligibility, even students of lower general proficiency are capable of expressing what they mean, in a way that the listener understands, if they are using good intelligibility practices.

Being understandable in a second language is often extremely important in work environments, especially as the world becomes more connected and job markets more competitive.

Intelligibility is a vital aspect of communication but it is not exactly a skill in itself. Instead, it is a combination of fluency, pronunciation, and managing your speed of speech. To reflect how important this is for language learners when studying, traveling or at work, we use an Intelligibility Index as part of our Versant English Test scoring.

This index is based on factors affecting how understandable speech is to fluent English speakers. These include things like speed, clarity, pronunciation and fluency. Ranging from 1 (low) to 5 (high), the Intelligibility Index shows how intelligible someone’s speech in English is likely to be in a real-world situation.

Let’s go into some activities and exercises you can try in class to help your students improve their intelligibility with their English and speaking skills.

Ways to improve your students' Intelligability
Play
Privacy and cookies

By watching, you agree ɫèAV can share your viewership data for marketing and analytics for one year, revocable by deleting your cookies.

How can we help our students improve their intelligibility?

There are a number of factors that influence a student’s spoken English. Here are some ways to start building it into your classes.

1. Record their speech

Making a recording can be a good way of getting a clear picture of someone’s current manner of speaking and understanding in what ways their clarity might be improved. You can do this using a smartphone or laptop computer in class or outside of it.

There are plenty of ways to encourage students to speak. Have them answer an open question; for example, ask them to talk for a minute about a topic they are passionate about or tell each other what they did at the weekend.

Listen to the recordings and help them analyze their speech. Identify parts with low levels of intelligibility. This may be related to their pronunciation, how fast they speak, the amount of hesitation, repetition, etc.

You could even take this further by asking another fluent English speaker to listen to the recording and give honest feedback about which parts they found difficult to understand.

Afterward, it’s important to explain why it was difficult to understand and what can be done to improve their intelligibility. The activity below may help.

2. Listening and shadowing

Listening is a vital part of intelligibility. After all, students have to be able to hear a word before they can say it. Listening also takes focus away from how words are written on the page.

This is key because speakers fluent in English tend to blend words together, so pronouncing each word perfectly in isolation is not a good goal. This kind of practice reinforces poor English pronunciation.

That’s where shadowing comes in.

Shadowing is a useful listen-and-repeat activity that students can use for speaking practice almost anywhere.

  • First, select some audio for your students. It should be under five minutes in length and only be based on the speech of a single proficient English speaker. For more advanced students,is a great starting point, have the student choose a topic they find interesting and are already familiar with.
  • Have students listen to the audio once quickly just to get used to how the speaker sounds. They should pay attention to the speaker’s rhythm, accent, and speaking pace. Students should be able to understand most of what is being said.

Shadowing involves trying to say the same words as the speaker at about the same time (or as fast as possible), for about 30 seconds at a time. Students can pause, try again, and even record and listen back to their own versions. Just like when you sing the words of a song you already know well, you are trying to match the speaker’s pronunciation and pace as best you can.

This will help your students focus on how fluent English speakers modulate speed, use intonation, and blend words together. By repeating what they hear, students can improve their intonation, connected speech and overall fluency.

3. Target the problem sound

This simple but fun activity will help your students focus on their individual problem sounds. It will also get them to listen to each other carefully.

Throughout the lesson, as you listen to your students speak, identify a number of words that reflect the pronunciation challenges your students face. Write the words on the board and group the words by phoneme, for example:

/i:/ Heat, Sheep
/ɪ/ Hit, Trip

Above, we can see an issue with the /i:/ and /ɪ/ sounds (the long and short “i”). Once you have enough words to work on, write a list of numbers on the board. Explain that each number has a corresponding word.

1 – Hit 4 – Hat 7 – Head

2 – Heat 5 – Heart 8 – Hood

3 – Hot 6 – Hurt 9 – Hid

As you can see in the above example, the words only differ by one phoneme (heat/hit, hot/hat, heart/hurt, etc.). This will make the exercise more challenging and useful for the students.

Next, identify the vowel sound in each word and write their phonemic symbols on the board.

Drill the sounds and the words until you are confident your students can repeat them successfully. There are a number of phonemic charts online, that can help you identify the phonemes and model the sounds for your students.

Then test the class by calling out a number and having them shout out the corresponding word. Then call out a word and get them to tell you the number. Deal with any problems that arise.

Put students into pairs. Have them read out their phone number only using the words in the list (note they can use a real number or invent one).

Their partner should listen and write down the number which corresponds with each word they hear. They should then swap roles and do the same again.

Finally, get students to check and see whether the number their partner wrote down is correct. Monitor and go back and drill any of the sounds with which students had the most problems.

4. Transcribe and drill new vocabulary

While problems with individual sounds may occasionally impede understanding, we should also focus on other aspects of pronunciation such as word stress, sentence stress and intonation.

Keep a note of any new vocabulary that comes up during your class. At the end of the lesson, take five minutes to review it with the students. Write each new word on the board and record the word stress using the oO method:

Use ‘o’ to highlight unstressed syllables and ‘O’ to highlight stressed syllables. For example, the stress is on the second syllable of the word “behavior”:

Be-hav-ior = oOo.

The stress is on the first syllable of the word “Saturday”:

Sat-ur-day = Ooo

This has the advantage of recording unstressed as well as stressed syllables. Next, drill this new vocabulary until your students get the hang of it.

To make drilling more interesting, you can also add an element of drama! Have students say the words while expressing different emotions. Ask them to secretly choose an emotion (angry/happy/sad/excited), then say the word and have the other students guess it.

You can also drill whole phrases or even sentences. Backchain drilling is an excellent way to do this and build confidence in lower-level English learners. It involves breaking phrases into sections and having students repeat them after you, from the end of the phrase to the beginning, in this way:

“the test”
“pass the test”
“I’m going to pass the test"

As well as individual sounds and word stress, back chaining also allows you to help students with their intonation and you can also use it to introduce strong and weak forms. Working on multiword expressions and longer phrases with your students will also be helpful.

How is intelligibility scored in the Versant English Test?

Employers, schools and organizations use theVersant English Testto assess an individual’s level of English. It covers the two skills of listening and speaking and also includes an Intelligibility Index rating alongside the GSE, Versant and CEFR scores.

This allows students, teachers and employers to see how easily others can understand the candidate.

The following list shows how the index is scored:

  • Intelligability Rating 5 - Excellent-The candidate can be understood effortlessly by most listeners.
  • Intelligability Rating 4 - Good-Listeners may require a little effort at times to understand some of the candidate's speech.
  • Intelligability Rating 3 - Moderate- Listeners may require some effort to understand the candidate's speech, and some may not be fully intelligible.
  • Intelligability Rating 2 - Low- Listeners may require considerable effort to try to understand the candidate's speech. Despite the effort, it may still be mostly unintelligible.
  • Intelligability Rating 1 - Very Low-Listeners may find it difficult to understand most of the candidate's speech.

This scoring rubric offers a way to assess your students’ intelligibility based on the method used in the Versant English Test.

By giving them lots of support and pronunciation practice and nurturing their confidence to speak without worrying too much about making mistakes, you can help them to improve their clarity over time, allowing them to communicate in clear, understandable spoken English.

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.