What is the ɫèAV Smart Lesson Generator?

Thomas Gardner
A teacher stood next to a young students desk, the student sat at the desk is high fiving his teacher
Reading time: 3 minutes

How much of your valuable time is spent on planning and administrative tasks instead of teaching? While 93% of educators start their careers to positively impact students' lives, over 75% end up overwhelmed by these non-teaching duties. But we have a tool to help lighten the load.

Introducing ɫèAV Smart Lesson Generator?¨C a fast, integrated and efficient solution to streamline lesson planning, allowing you to focus on teaching. Let¡¯s explore the Smart Lesson Generator:

Meet the new ɫèAV Smart Lesson Generator

The ɫèAV Smart Lesson Generator allows you to create engaging and appropriate lesson plans in seconds. It is connected with ɫèAV courses designed by experts and aligned with the Global Scale of English (GSE) to ensure effectiveness.

*Smart Lesson Generator is currently available for a select number of titles, with a phased rollout continuing through 2025 and 2026

Ready to go in under 60 seconds

Choose your courseware, the proficiency level of your class and the specific activity you want to create. Within seconds, you¡¯ll receive an activity that's ready to use. You can effortlessly regenerate to adjust, expand or tailor activities to suit all learners. There's no need to waste time altering generic lesson plans, as each activity is thoughtfully designed for different learning levels.

Easy to use with no generation limits

Smart Lesson Generator is user friendly, requiring no new tools or extra logins. You can access it directly through your ɫèAV English Portal. Additionally, there are no restrictions on the number of activities you can create. Feel free to regenerate activities as often as needed, ensuring your lessons remain effective for today¡¯s learners.

What courses is Smart Lesson Generator connected to?

Smart Lesson Generator integrates effortlessly with the course, unit and exact lesson you¡¯re teaching, bringing your lessons to life in seconds. Smart Lesson Generator?is currently connected to:

  • Roadmap
  • Gold Experience (Second Edition)
  • Future

With more titles coming throughout 2025 and 2026.

Designed by experts and benchmarked to the GSE

Crafted by education specialists, our tailored technology is developed by teachers for teachers, incorporating the latest teaching methodologies and pedagogical techniques.

Every activity is rooted in proven teaching practices and aligns with the Global Scale of English (GSE), guaranteeing an appropriate degree of challenge for your classroom.

Discover the learning science that informs the Smart Lesson Generator by exploring Enhancing education with AI: Introducing the Smart Lesson Generator.

Hear from our educators

"As a teacher familiar with the ɫèAV Global Scale of English (GSE), you¡¯ll find the Smart Lesson Generator to be an invaluable AI tool. It creates activities precisely matched to the GSE score you provide, ensuring they perfectly suit your students¡¯ needs. You can use it with ɫèAV¡¯s coursebooks or design your own lessons, saving you time. Plus, it¡¯s constantly evolving with input from ɫèAV¡¯s experts and educators worldwide, making it a cutting-edge and well-deserved addition to your teaching toolbox."

Le Dinh Bao Quoc (Dr.),?Founder and CEO, Pro.Ed Education Solutions??

"With Smart Lesson Generator, teachers can quickly generate engaging lessons and activities aligned with the Global Scale of English, allowing them to focus on personalised learning and student progress.¡±??

Rosa Mar¨ªa Cely Herrera,?International Education Consultant? ?

Try out the Smart Lesson Generator

Join the revolution in lesson planning with the ɫèAV Smart Lesson Generator. Empower your teaching and inspire your students with activities that are fast, connected and effective.

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    5 myths about online language learning

    By Steffanie Zazulak
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    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 ¨C 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 ¨C 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
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    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 ¨C 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 doppelg?nger, 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 ¨C such as Kim¡¯s Game, Pelmanism and Guess Who? ¨C 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 ¨C and inseparable from ¨C ?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.