Goal setting: A path to achieving team fluency

Samantha Ball
Office works stood in a cubicle and in a hallway talking

Reading time: 5 minutes

We know businesses that invest in skills development are more likely to retain top talent, and see many other benefits as well. Upskilling your team's English proficiency can have a transformative effect on the business, leading to new opportunities, growth, and a more engaged workforce. However, implementing a corporate language learning program can be challenging. Using traditional goal-setting frameworks can support you and your team on this journey. Here's how:

Goal setting: A path to achieving team fluency
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.

Popular goal setting frameworks for businesses

There are several approaches one can take to help with this:

3X3X3 model

ensures that goals are set over manageable three-month periods, fostering a steady progression.

SMART goals

With their specificity, measurability, achievability, relevance, and time-bound nature, SMART goals provide a framework that aligns individual efforts with broader organizational objectives.

PACT goal framework

the PACT goal framework, championed by the National Society of Leadership and Success, offers an alternative perspective.

Regardless of the chosen model, it is imperative to communicate it effectively across the team. Consistency in the implementation of goal-setting practices ensures that everyone is on the same page, reducing ambiguity and enhancing the overall effectiveness of the language learning process.

Utilize digital tools and technology

Your employees have a lot on their plate, which means that any language training program should be designed to be easily accessible and engaging. Technology has significantly improved skill development in modern times (not just language learning), allowing organizations to really nurture their employee’s development.

There are numerous online language training apps and software available that provide dynamic and interactive approaches to help employees achieve their language goals. Choosing user-friendly platforms that cater to different learning styles can ensure broader adoption and engagement.

Mondly by ɫèAV, for example, is a flexible language-learning solution designed to facilitate self-led learning within easily digestible modules. It can be a cornerstone for organizations looking to set and achieve learning goals. The adaptability of Mondly by ɫèAV enables employees to progress at their own pace, providing a personalized learning experience that aligns with their individual language proficiency goals.

Monitor and evaluate your teams’ language skills often

When learning any language, the journey is just as important as the destination. Continuous monitoring and evaluation ensure that learning objectives are not static but adapt to the evolving needs of the individual and the organization. To fast-track your employees' English progress, use the Global Scale of English (GSE). The GSE allows you to monitor your team's developing English language skills on one simple, numerical scale, from entry-level to expert.

This multifaceted approach to measurement allows managers and employees alike to gain a comprehensive understanding of their English language proficiency, fostering a culture of improvement and development.

Another tool to add to your repertoire is Versant by ɫèAV, a robust English assessment tool that is instrumental in understanding the current language skill levels of your employees. This information serves as a baseline for setting realistic yet challenging goals.

Celebrate your team’s achievements

Recognition and celebration of achievements act as powerful motivators. If a goal is achieved but not acknowledged, the impact may diminish, and motivation can wane. Therefore, incorporating a culture of celebration within the organization is essential. This can take various forms, from verbal recognition in team meetings to tangible rewards such as certificates, performance-based bonuses, or even more competitive features like leaderboards (which Mondly by ɫèAV uses).

It is important for organizations to record the achievements of their employees in language learning as it not only boosts morale but also provides a valuable source of feedback. By acknowledging and celebrating the successes of their employees, organizations reinforce the significance of learning a language and create a positive feedback loop that encourages employees to set new goals and continue progressing their language proficiency.

Growth and success in the workplace

As organizations become empowered by the integration of goal-setting into their language-learning initiatives, they are embarking on and expediting their journey of continuous growth and success. By integrating technology, continuous monitoring, and praise in your organization's goal setting, you can create a comprehensive approach to language learning. This approach enhances language skills and has a positive impact on the business as a whole.

The result is a workforce that is not only proficient in English but is also confident, collaborative, and highly productive. As we move through 2024, organizations that prioritize progress-based learning are poised to thrive in an environment where effective communication is the key to unlocking unparalleled success.

Find out more about creating a culture of learning English in the workplace and the transformative power of language learning for businesses in this article – Creating a culture of learning.

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.