11 fascinating facts about English

Steffanie Zazulak
A woman sat on a sofa smiling reading a book
Reading time: 3 minutes

English is one of the most widely-spoken languages in the world, but how much do you know about the language? Here are 11 facts about Englishthat you might not know.

Facts about English
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1. English is the language of the skies

You might know that English is the language of many lands (it’s the official language of 67 countries) but did you know it’s the language of the skies, too? That’s right, English is spoken by all pilots to identify themselves on flights, regardless of where they are from – yet another way in which learning English improves employability.

2. You or me?

We use the words "you" and "me" all the time, but which of the two do you think is the most widely used? You might be surprised to learn that while "you" is the 18th most commonly-used word in the English language; "me" is way back at number 50. So what is the most used English word? Exactly that: ‘the’.

3. One in a billion

If you were to write out every number in order as words (that is, one, two, three, four…) you wouldn’t use the letter "b" until you reached one billion.

4. No repeats

"Subdermatoglyphic" is the longest English word that can be written without repeating any letters. It has 17 letters in it, and it’s the medical name for the layer of skin beneath the fingertips. Slightly easier to guess the meaning of is the word "uncopyrightable", which has 15 letters without any being repeated, and refers to something that can’t be copyrighted or owned.

5. Shakespeare was an architect of the English language

The legendary playwright was responsible for many of the things we say and write today. These include the words "fashionable", "advertising" and "laughable", and the phrase "fight fire with fire", which means to respond to attack with a similar form of attack.

6. New arrivals to the dictionary

A new word is added to the every two hours. Some include "nerdjacking" (to hijack a conversation with detailed explanations), "undorse" (to reverse a policy) and "Mx" (a gender-neutral form of address instead of using "Mr" or "Ms").

7. Historic word, new meaning

You may know a "twerk" to be a popular, thrusting dance but in the 19th century "twirk" (spelt with an "i" not an "e") it refered to a twisting or jerking movement or twitch.

8. The origins of English

English originates from Old English, which is its earliest historical form from the 5th century. There was no punctuation until the 15th century. The oldest Old English word still used today that has the same direct meaning is "town". Town has kept the same meaning as its original Old English word "tun" meaning area of dwelling.

9. Time to move

There is a debate about the shortest grammatically correct sentence in English. "Go!" is often mentioned because it has an understood subject "you" and the predicate(the part of the sentence that tells what the subject does) is "go." However, some believe that "I am." is the shortest complete sentence because it includes both a subject and a predicate.

10. The enemies of poets

What do the words "month", "silver", "marathon" and "purple" have in common? They're just some of the words that don't have a "".

11. What's an "Aegilops"?

The longest word in English with its letters in alphabetical order is "Aegilops", which is a type of plant.

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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.

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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.