Learning English and employability

Tas Viglatzis
Business people stood together around a laptop in a office
Reading time: 4 minutes

English not only opens up career opportunities beyond national borders; it is a key requirement for many jobs. It’s also no longer a case of just learning English for employability, but mastering English for business – and that means an on-going commitment to learn.

My experience is consistent with this trend. If I had to estimate the value that being fluent in English has had on my career, I'd say it was my entire life’s earnings. Learning English has offered me educational options beyond the borders of my own country and enabled me to develop the skills to work for global companies that operate across national boundaries. I have been privileged to work in different countries in roles that have spanned functions, geographies and markets – and my ability to learn and evolve my English skills has been an underlying factor throughout.

Mastering English for employability
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How I improved my English

I grew up in Greece, where – as is common in many European countries with languages that aren’t widely spoken – learning a second European language is part of the education system. As a result, my first encounter with English was through the Franklin approach, which focuses on grammar and writing rather than all the four core skills. This meant I could read and write very well, yet when I first arrived in the UK I couldn’t hold a simple conversation in the pub.

It’s a common problem with traditional educational approaches that don’t cover all the learning skills – something still evident in many countries globally. In Japan, for example, after years of focusing on reading and writing there’s now a strong desire to teach students to understand spoken English and speak fluently.

I was fortunate to complete my postgraduate studies in the UK. This was challenging because I had to raise my English to a much higher standard. I also had to improve my conversational English to enjoy a social life, which was a pretty powerful motivator. I surrounded myself with people who only spoke English, because hearing and using the language regularly are powerful tools in more easily understanding others, and making yourself understood.

Precision learning in the workplace

This approach, together with formal learning, eventually paid off for me. However, once I entered the workplace, I found that there were many new aspects of English to learn.

One of the main barriers to learning at different levels and applications of English – for university, for friendships, for work – is knowing precisely where you are at any stage of your learning journey, and knowing where you need to go next (and how best to get there). As I found, this is compounded when you enter the workplace where you also have new skills to learn in a second language, from IT to soft skills such as negotiation.

If I had been given a precise learning path to help me in my first job, or to get my second job and so on, then my end goals could have been reached more quickly and easily. Yes, I was highly motivated to learn, but what worked for me does not necessarily work for others – especially since professionals who learn English for work often have very little time.And with greater technology advances, we all now expect much faster results.

Crucially, whatever the learning methods and tools are, this points to two most challenging factors in English teaching and learning: making real progress and staying motivated.

In the past, progress in language learning has been measured in broad levels. Common scales, and the curriculum tied to them, are not always best designed to reflect the four skills or different applications, such as academic versus business.

These measures were increasingly being exposed as incomplete and no longer being fit for purpose. It is that need that led to the extensive global research and development into the Global Scale of English (GSE) – a precise, standardised measure of proficiency from 10 to 90 across the four skills.

The GSE extends the Common European Framework of Reference (CEFR); its steps are much more granular and it provides a powerful, focused motivator for further learning throughout your career. It includes sets of learning objectives as "can do" statements at each level; because these are tailored to the learning environment – for example, for work – learning goals and measures of progress are more relevant and accurate. That, in turn, leads to greater engagement and increased motivation.

The future of language learning in the workplace

The key trends of personalisation and adaptive learning are driving the future of English language learning. Online methods and the use of big data analytics and tools continues to expand and increase in sophistication, enabling English language learning to become more specific to individual needs, learning styles and capabilities while offering improved measurement of impact and results. This is vital because language learners learn at different rates and in different ways.

Technology is also helping us support another trend: increasing demand by learners for specific interventions and focus on micro-skills and competencies. As our ability to understand individual needs improves we will become better equipped to provide solutions that concentrate on what’s important for English learners and their careers, such as interviewing in English, running an effective meeting or being able to better express thoughts in writing.

There is a big opportunity for English language learning to embrace those trends, which is why we’re so excited with what we’re doing with the GSE: it gives us the necessary framework to offer flexibility of learning and increased levels of personalisation to English language learners, while ensuring that our products and solutions complement each other. Crucially, it also allows us to measure and show our learners their actual progress.

Finally, it’s important to remember that we never stop learning. Even after living in the UK for 20 years, I still find new words and expressions that open up new possibilities – both in and out of the workplace.

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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

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    Is game-based learning technology a waste of time?

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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.

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    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.