English tongue twisters to test your English skills

Charlotte Guest
Two friends sat outide smiling and looking at a phone
Reading time: 6 minutes

“She sells seashells by the seashore” and "If a woodchuck could chuck wood" are classic tongue twisters and aren’t just whimsical phrases but one of many tools language learners use to polish their pronunciation and articulate troublesome English sounds. For students and enthusiasts alike, tongue twisters are not only entertaining but they also serve as an effective and fun way to test and improve your English skills.

In this blog post, we’ll explore some challenging English tongue twisters perfect for language learners seeking to refine their pronunciation. Of course, the best way to use these tongue twisters is to say them out loud–so don’t just read them; try to repeat them and see how fast you can go without stumbling. Incorporating funny tongue twisters into your practice can make learning more enjoyable for kids and adults alike.

Test your English skills with tongue twisters
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.

What are tongue twisters and how can they help language learners?

Tongue twisters are phrases or sentences that are challenging to articulate because they contain similar-sounding syllables, words, or letters. They serve as a form of speaking exercise that can help with speech clarity, pronunciation and fluency in any language.

They can be especially helpful for those learning English, as the language’s diverse range of phonemes (distinct units of sound) provides a great exercise for all manner of verbal communication. Tongue twisters can be seen as a form of verbal gymnastics that challenges language learners.

Easy tongue twisters: A peck of pickled peppers

When you’re just beginning, start with some straightforward tongue twisters in English. These will help you get a sense of rhythm, which is crucial for getting your mouth used to the mechanics of English pronunciation. You’ve likely heard of this first one.

  1. Peter Piper picked a peck of pickled peppers.
  2. Betty Botter bought some butter, but she said the butter’s bitter.
  3. If a dog chews shoes, whose shoes does he choose?
  4. Red lorry, yellow lorry.
  5. Three free throws.
  6. Ted fed Fred bread. Fred fed Ted bread,
  7. Fresh fried fish fresh fried.
  8. Four furious friends fought for the phone.
  9. Tie twine to three tree twigs.
  10. Toy boat.

Medium tongue twisters: The proper copper coffee pot challenge

Once you’ve mastered the basics, it’s time to up the ante. These slightly more complex tongue twisters will begin to challenge your diction and speed of speech.

  1. A proper copper coffee pot.
  2. Six slippery snails slid slowly seaward.
  3. Can you can a can as a canner can can a can?
  4. She sees cheese on the Chinese chessboard.
  5. How can a clam cram in a clean cream can?
  6. She sells seashells on the seashore; the shells she sells are surely seashells.
  7. Too big a toboggan is too big a toboggan to buy to begin to toboggan.
  8. I saw Susie sitting in a shoe shine shop. Where she sits, she shines, and where she shines, she sits.
  9. Double bubble gum bubbles double.
  10. Lesser leather never weathered wetter weather better.

Hard tongue twisters: How much wood can a woodchuck chuck

For those ready to push their skills to the limit, these tongue twisters are particularly tough. They involve tricky combinations of phonemes and are a true workout for your mouth.

  1. How much wood would a woodchuck chuck if a woodchuck could chuck wood? A woodchuck would chuck as much wood as he could chuck if a woodchuck could chuck wood.
  2. The thirty-three thieves thought that they thrilled the throne throughout Thursday.
  3. Can you can a canned can into an uncanned can like a canner can can a canned can into an uncanned can?
  4. The great Greek grape growers grow great Greek grapes but do great Greek grape growers grow great Greek grapes only.
  5. Swan swam over the sea, swim, swan, swim! Swan swam back again well swum swan.
  6. A big black bear sat on a big black rug while a big black bug bit the big black bear.
  7. If you must cross a course cross cow across a crowded cow crossing, cross the cross coarse cow across the crowded cow crossing carefully.
  8. Imagine an imaginary menagerie manager managing an imaginary menagerie.
  9. How much ground would a groundhog grind if a groundhog could grind ground.

What's the hardest tongue twister?

This depends on who you ask, but a named the challenge of "Pad kid poured curd pulled cod" the most difficult tongue twister in the world. The phrases “kid poured curd pulled” and “poured curd pulled cod” show why many have twisted their tongues trying to pronounce it.

Another example of a challenging tongue twister is “nearly eerie ear,” emphasizing its difficulty in pronunciation and showcasing the complexity of certain sounds and words.

Three friends sat together looking at a open book

How to practice with tongue twisters

Here are some steps to follow when practicing with tongue twisters:

  1. Start slow: Begin by saying the phrase slowly, ensuring you focus on the accurate pronunciation of each word and sound. This initial focus on accuracy is crucial for building a solid foundation in your pronunciation skills.
  2. Repeat: Repetition is key. Repeat it several times at a slow pace before trying to speed up.
  3. Record yourself: Listen to your pronunciation by recording yourself. This will help you catch subtleties and improve.
  4. Try different tongue twisters: Each tongue twister will test different aspects of speech. Don’t stick to just one; variety is important.
  5. Have fun: Don’t stress over getting it perfect. Have fun and use it as a warm-up exercise or a break from more serious study sessions.

Incorporating tongue twisters into daily language learning

Incorporating tongue twisters into your daily language-learning routine can significantly enhance your spoken English skills. Here are a few creative ways to make them part of your practice:

  • Morning warm-up: Begin your day with a set of tongue twisters to awaken your speech muscles and start your day with a word workout.
  • Social challenges: Challenge friends or fellow language learners to duels. This can be done in person or through social media, adding a competitive edge to your practice.
  • Teaching tool: If you’re teaching English, use tongue twisters as a fun and effective tool to engage students in pronunciation practice.

Remember, the key is consistency and enjoyment. By regularly challenging yourself with using tongue twisters in English, you’ll gradually notice improvements in your fluency, articulation and confidence in speaking English. Using tongue twisters daily can serve as a form of practice for your speech muscles.

Whether you’re a novice or an advanced English learner, tongue twisters are not only a fantastic way to improve your linguistic skills but also serve as an effective diagnostic tool to identify pronunciation challenges.

They can pinpoint which sounds you struggle with and provide a focused platform to work on them. Just remember, even fluent English speakers can trip over these tricky sentences, so take your time and enjoy the process.

Feeling tongue-tied yet? Take this opportunity to untangle your tongue and brush up on your English skills. Visit our blog for more tips, tricks and guides on mastering the English language.

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.