Top tips for writing a winning English Teacher Awards 2024 nomination

Thomas Gardner
A woman/teacher teaching her students in the classroom.
Reading time: 3 minutes

We are celebrating teaching excellence around the world through the ɫèAV English Teacher Awards 2024.

Open to all types of English language educator, the 15 lucky global winners will take home thousands of pounds of prizes, from trips to conferences to the latest language learning software for their school.

Nominating an educator for the ɫèAV English Teacher Awards is simple. All applications are made via the awards entry page, and you have 600-1000 words to tell us how your nominee builds learners’ confidence to be themselves in English.

Here are our top tips to make the most of every word and ensure your entry is top of the class.

Application tips

1. Make it category specific

One of the core judging criteria is how well an application matches the category description.

Educators can be nominated in one of five different categories:

  1. Teaching Young Minds English
  2. Empowering Teen Confidence in English
  3. Cultivating Lifelong Learners in English
  4. Innovation in English Language Teaching
  5. Rising Stars of English Language Teaching

Tailoring your answer to the category description will make sure our judges understand exactly why your nominee is the perfect winner.

For a detailed description of each of the categories, take a look at our recent blog post.

2. Focus on confidence

Learning a language isn’t just about knowing the vocabulary or understanding the grammar; it’s about having the confidence to go out there and use your newfound skills to unlock a world of opportunities.

But feeling confident in something you’re still learning is hard. Anyone that’s learnt a language has experienced those dips in motivation and confidence when you come across a topic that doesn’t come naturally to you.

That’s where a great teacher can make all the difference. The right support and encouragement combined with innovative teaching techniques can help learners protect and even build their confidence in challenging moments.

That confidence is what transforms language learning from just communicating to feeling able to really be yourself in English. And when you’re able to do that, great opportunities come your way.

Our judges are looking for nominations that understand the connection between confidence and self-expression and the impact that can have on learners’ lives.

3. Demonstrate your impact

Including relevant data and examples in your application will help judges understand the impact your nominee has had.

This might include data such as internal or external test results, as well as how those results have changed during that teacher’s tenure.

Evidence doesn’t have to mean numbers. Judges also welcome anecdotes and examples that describe the impact an educator has had on learners’ confidence.

The judging process

Nominations can be submitted between 15th August and midnight (CST) on 1st November 2024.

After that date, all entries will be reviewed and a shortlist submitted to our expert judges.

There are two to three judges for each category who will independently review and shortlist nominees before collectively awarding a Gold, Silver, and Bronze winner in their category.

Shortlisted entries will be contacted by our team and announced at the ɫèAV Teacher Awards ceremony on November 21st 2024.

Meet the judges

From Argentina to Algeria, Italy to Germany, ɫèAV English Teacher Award 2024 judges come from all over the world.

Many have years of ELT teaching experience, as well as expertise from academia and business.

Here are just three of our expert judges:

  • Belgin Elmas: Head of the English Language Teaching Department at TED University in Ankara, Belgin is a professor with more than 34 years of teaching experience.
  • Dr Silvia Minardi: President of Lingua e Nuova Didattica and Vice President of Aermigo. Dr Minardi has extensive experience in CLIL training, collaborating with the ECML and the Council of Europe.
  • Dr Renata Condi: An experienced teacher, development professional, and course book author, Dr Condi holds a PhD and MA in Applied Linguistics and an MBA in School Management.

The prizes

With a Gold, Silver, and Bronze winner in each of the five categories, there are 15 chances for educators and their schools to win.

Gold winners will receive a trip to a regional professional conference, including flight and hotel, as well as up to £500 in credit for professional development.

Their school will win annual licenses to top language learning app, Mondly by ɫèAV as well as a course, assessment, and certification bundle valued at £1000

Silver and Bronze winners will take home top prizes too, with £250 in credit towards their professional development and up to 500 Mondly by ɫèAV licenses for their school to continue their good work building learners’ confidence in English.

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    5 myths about online language learning

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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 – 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.

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    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 – 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.

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    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.