12 games and puzzles to level up language learning

Charlotte Guest
A group of friends sat around a table playing games

Enhancing your English skills doesn't have to be limited to studying textbooks and doing grammar exercises. One of the most enjoyable and effective ways to improve your proficiency in the language is by playing games and solving puzzles.

These interactive activities not only stimulate your mind but also provide a fun way to challenge your cognitive abilities and immerse yourself in the English language.

In this language learning blog post, we've put together a list of puzzles and games that can help you boost your vocabulary, grammar, comprehension, and communication skills while having a great time.

Games and puzzles to help your language learning
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1. Boggle

Shake up the letters and find as many words as you can within a set time limit. Boggle sharpens your vocabulary, speed, and pattern recognition skills. If you don't have the physical game, you can .

2. Hangman

This classic game involves guessing a word letter by letter. It's a fun way to learn new vocabulary and practice spelling while uncovering the hidden word. You can play it just with a pen and paper, or .

3. Taboo

In Taboo, you describe a word without using certain words or phrases. This game hones your ability to explain concepts and reinforces your vocabulary. If you don't have the game you .

4. 20 Questions

Play the 20 Questions game where one person thinks of an object, and others ask yes-or-no questions to guess what it is. It's an excellent exercise in constructing questions and practicing conversational English. This is super easy to play with friends and family; you can also play it .

5. Pictionary

In this drawing and guessing game, you have to illustrate words and phrases without using letters. Pictionary improves your descriptive skills and helps you understand context. This is easy to play with friends with little equipment needed; you can also play .

6. Story cubes

Roll dice with images on them and use the pictures to create a story in English. This game enhances your storytelling abilities and encourages you to think on your feet. You can buy or make your own story cubes with card and pens. There are also various .

7. Language learning apps

Perhaps an obvious one but, many language-learning applications use gamification, such as Mondly. These kinds of apps provide a range of interactive exercises, quizzes, and challenges to assist you in learning English in an engaging and interactive way.

8. Text-based Role-Playing games (RPGs)

Engage in text-based RPGs where you interact with characters and make decisions in English. This immersive experience enhances your reading, comprehension, and decision-making skills. There are online ones like and BBC's ''. If you're feeling creative, you can also write your own.

9. Tabletop RPGs (TTRPGs)

As well as text-based ones online, if you have a group of friends interested, you can also look at getting into tabletop RPGs. You can find ones for every world or scenario you can think of. Ones like , and . There's lots of online tools to help you play like . You can host games online or in person, so it's very flexible. TTRPGs are great for learning new vocabulary and improving your story writing and world building.

10. Trivia quizzes

Participate in English language trivia quizzes to test your general knowledge and language proficiency. Trivia quizzes expose you to diverse topics and help you learn new words and concepts. For example, Sporcle, hosts a range of fun quizzes that can test your English skills, where you have to translate Shakespeare quotes into plain English.

11. Wordle

Wordle is a popular daily word puzzle game that challenges players to guess a five-letter word within six attempts. Each guess is met with feedback, indicating which letters are correct and in the right position, helping players deduce the hidden word. It helps with engaging with diverse word combinations and deciphering clues that helps develop language comprehension. .

12. Waffle

Waffle is somewhat similar to Wordle, but you have to shuffle around letters (within 15 moves) on the grid to complete the whole 'waffle'. Which can help with your spelling and word knowledge. It

Learning English doesn't have to be boring. Whether you're a beginner or an advanced learner, using puzzles and games can help you improve your English language skills while having a good time. Remember to bookmark these sites for when you fancy mixing up your English studies.

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    Myth #2: It replaces learning in the classroom

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    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.

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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.

    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.