Creative writing exercises for English language learners

ɫèAV Languages
A teenage girl smiling and doing her homework or studying at home.
Reading time: 3.5 minutes

Engaging in creative writing is one effective way to improve your English language skills. It allows for artistic expression and personal flair, making it a unique way to put your imagination into words. Additionally, creative writing can draw from the author’s life and experiences, providing a personal touch to the narrative. Whether you’re a beginner or an advanced learner, creative writing can help you enhance your vocabulary, grammar and overall language proficiency.

Creative writing exercises can also benefit other forms of writing, such as business writing and technical writing, even though these are not typically considered creative writing. In this post, we’ll explore various creative writing exercises that are designed to make learning English fun and engaging, as well as improve writing skills.

Creative writing exercises to help your English skills
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Exercise 1: Picture prompts

Using images as prompts for writing can spark your imagination, aid in character development, and help you come up with interesting stories.

  1. Choose an image that interests you.
  2. Look at the picture carefully and note down what you see.
  3. Write a story based on the image.

Example

A picture of a peaceful beach.

Prompt: What happens when a message in a bottle washes ashore?

Exercise 2: Short stories and story starters

Story starters are sentences or phrases that help kick-start your fiction writing and develop your storytelling skills.

  1. Choose a story starter from the list below.
  2. Continue the story from where the starter leaves off. Free writing can be a great method to let your imagination run wild and get the creative juices flowing.
  3. Be creative and develop the plot, characters and setting.

Example

  • “It was a dark and stormy night when…”
  • “She couldn’t believe what she saw when she opened the door…”
  • “The old man had a mysterious look in his eyes as he handed over the ancient book…”

Exercise 3: Dialogue creation

Creating dialogues between characters is a common practice among creative writers, which can improve your conversational skills and help you understand the nuances of spoken English.

  1. Think of two characters and a situation where they might interact.
  2. Write a dialogue between the characters, focusing on making it as natural as possible.
  3. These exercises can teach students to write better dialogues.
  4. Practice reading the dialogue out loud to improve your speaking skills.

Example

Prompt: Two friends discussing their plans for the weekend.

  • Friend 1: “What are you up to this weekend?”
  • Friend 2: “I’m thinking of going hiking. Want to join?”

Exercise 4: Collaborative storytelling

Collaborative storytelling involves writing a story with others, which can be a fun and interactive way to practice English.

It can also be used to create personal essays that reflect shared experiences.

  1. Gather a group of friends or classmates.
  2. Start a story with one sentence, then pass it along to the next person to continue.
  3. Keep passing the story around until everyone has contributed, then read the final story together.

Example

First sentence: "Once upon a time, in a small village surrounded by mountains, there lived a curious cat named Whiskers."

Exercise 5: Rewrite the ending

Rewriting the ending of a familiar story, including those in creative nonfiction, can help you think creatively and explore different possibilities.

  1. Choose a story you know well.
  2. Read the original ending and think about how you could change it.
  3. Write a new ending for the story, making it as imaginative as you like.

Example

Original story: "Cinderella".

New ending prompt: What if Cinderella decided not to marry the prince and instead pursued her dream of becoming a world-renowned chef?

Keep working on and improving your writing skills

These creative writing exercises offer a fun and effective way to improve your English language skills. By regularly practicing these exercises, you’ll enhance your vocabulary, grammar and overall proficiency while boosting your confidence in using English. Utilizing various writing tools, such as resources, guides and courses, can significantly improve your writing techniques.

So, don’t be afraid to let your imagination run wild and use these exercises as a tool for self-expression and language development. Remember, the more you practice, the better you will become at creative writing in English. Keep exploring new ideas and techniques to improve your writing skills, because there is always room for growth and improvement.

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    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.

    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.