Master English with fun and effective exercises

ɫèAV Languages
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Reading time: 3 minutes

Learning English can be a rewarding yet challenging journey. Whether you're aiming to improve your language skills for travel, work, or personal growth, using the right resources will make all the difference.

Types of English exercises you should try

Grammar exercises

Grammar is the backbone of any language. Worksheets focusing on grammar can help you understand sentence structure, verb tenses and other essential rules. Look for exercises that cover:

  • Verb conjugation: Practice different verb forms and understand when to use each.
  • Sentence structure: Learn how to construct sentences correctly.
  • Punctuation: Understand the importance of punctuation marks and how to use them properly.

Vocabulary building

Expanding your vocabulary is crucial for effective communication. Worksheets can help you learn new words and phrases, as well as their meanings and usage. Try exercises like:

  • Word matching: Match words with their definitions.
  • Fill-in-the-blanks: Complete sentences using appropriate vocabulary.
  • Synonyms and antonyms: Identify words with similar or opposite meanings.

Reading comprehension

Improving your reading skills involves understanding and interpreting written texts. Worksheets designed for reading comprehension can help you practice:

  • Short stories: Read short passages and answer questions about the content.
  • Articles: Analyze articles to identify main ideas and supporting details.
  • Inference: Draw conclusions based on the information provided in the text.

Writing practice

Writing exercises help you articulate your thoughts clearly and coherently. Worksheets can guide you through different writing styles and formats:

  • Essay writing: Practice writing essays on various topics.
  • Letter writing: Learn how to write formal and informal letters.
  • Storytelling: Create your own stories using prompts or randomly selected features.

Activity 1: Grammar & sentence structure

Rewrite the following sentences to correct any grammatical errors and improve their structure.

  1. She don't like to play football.
  2. They was going to the market when it started to rain.
  3. The cat is sat on the mat.
  4. He's more taller than his brother.
  5. We are going at the cinema tonight.

Answer key

  1. She doesn't like to play football.
  2. They were going to the market when it started to rain.
  3. The cat is sitting on the mat.
  4. He's taller than his brother.
  5. We are going to the cinema tonight.

Activity 2: Vocabulary expansion

Match the words on the left with their correct definitions on the right.

Words

1. Eloquent

2. Obsolete

3. Pensive

4. Jovial

5. Meticulous

Definitions

a. Very happy or cheerful

b. No longer in use

c. Expressive and persuasive in speaking

d. Thoughtful and reflective

e. Showing great attention to detail

Answer key

  1. c. Eloquent - Expressive and persuasive in speaking
  2. b. Obsolete - No longer in use
  3. d. Pensive - Thoughtful and reflective
  4. a. Jovial - Very happy or cheerful
  5. e. Meticulous - Showing great attention to detail

Activity 3: Reading comprehension

Read the following passage and answer the questions below.

"In an era where technology evolves rapidly, the way we communicate is constantly changing. Social media platforms have become a primary means of interaction, often replacing traditional face-to-face conversations. While this shift offers several advantages, such as instant connectivity and access to a global audience, it also presents challenges. For instance, the lack of non-verbal cues in digital communication can lead to misunderstandings."

Questions

  1. What is the main idea of the passage?
  2. Name one advantage of social media communication mentioned in the passage.
  3. What is one challenge of digital communication highlighted by the author?

Answer key

  1. The main idea of the passage is that while social media communication offers advantages, it also has challenges.
  2. One advantage of social media communication mentioned is instant connectivity. You could also have said access to a global audience.
  3. One challenge highlighted by the author is the lack of non-verbal cues leading to misunderstandings.

Activity 4: Writing skills

Write a short paragraph (5-6 sentences) about the importance of effective communication skills in today's world. Use at least three of the vocabulary words from Activity 2.

Conclusion

English learning exercises are an invaluable tool for anyone looking to master the language. They offer structured learning, reinforce key concepts, provide immediate feedback, and keep you engaged throughout your learning journey. By incorporating these kinds of exercises into your study routine, you'll be well on your way to achieving fluency in English.

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    Myth #1: You will learn more quickly

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    Myth #2: It replaces learning in the classroom

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    Myth #3: It can’t be incorporated into classroom learning

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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.

    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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    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.