Why should I learn English?

Steffanie Zazulak
teenage boy studying with headphones on and  with a laptop

English is the second most widely spoken language ¨C it is estimated that nearly two billion people worldwide can speak English at a useful level. That means they can hold a conversation with other English-speaking people.

A report by the attests the importance of the English language to the world, and says that?second-language English speakers far outnumber fluent English speakers. It also recognizes how being able to speak English can give individuals a competitive edge over others. If you're asking the question, "Why should I learn English?", read on to find out more...

Why should I learn English?
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Gaining a competitive edge can be particularly appealing?for people seeking new jobs or looking to advance in their careers. Because of the number of English speakers in the world, many international companies choose English as their language for business use.

Well-known companies such as Renault, Samsung and Airbus are using English in the workplace and it¡¯s not a moment too soon. Using the language is helping them to facilitate communication and make their businesses more efficient.

In emerging markets like China, India, Brazil, Indonesia, and Vietnam, or low-income countries striving to climb the ladder of economic development, it is the urgent priority of governments and non-government organizations to ensure that the surging population of global youth has economic opportunities and upward mobility.

The idea of learning English has widely been accepted as best practice and programs are in place to facilitate this, such as the in India. Students sit in state-of-the-art computer labs to learn how to master the English language. They listen to a voice with an Indian accent read from their textbook, and every spoken word is displayed on a large screen.

There are many other reasons why studying English today is a smart choice. Because the language is understood in many parts of the world, being able to speak English can give travelers confidence and help them integrate into the culture.

Imagine visiting The Shard in London, or the Chrysler Building in New York and being able to find out more about these impressive structures in the native language. Interacting with the locals in their native language ¨C or a language that is common to both speakers ¨C provides learners with interesting experiences, while the satisfaction of the accomplishment boosts motivation for further learning.

As well as learning the language for pleasant conversations, there are more benefits than just experiencing a confidence boost. Medical research has shown that there are several to learning another language, and these include:

  • Being a better listener: Being bilingual requires your brain to discern between two sets of very distinctive sounds and to identify them accurately.
  • Being less distracted: Speaking in a foreign tongue requires the active suppression of the other language(s) that one knows, shown to better inhibit overall distractions.
  • Becoming a better multitasker: For someone who knows multiple languages, it¡¯s a common occurrence to switch rapidly between tongues, effectively an exercise in quickly and efficiently switching between different tasks.
  • Better ability to problem-solve and be creative: Speaking in a foreign language inevitably requires creativity when faced with unfamiliar words or phrases in order to communicate effectively. Studies have shown that bilinguals have an advantage in overall problem-solving and creativity.

There are also health benefits associated with mastering English. found that those who spoke two or more languages had significantly better cognitive abilities in later life and had effectively slowed the brain¡¯s aging process, with the potential to even delay the onset of dementia. The same researchers found that bilingual people are twice as likely to recover from a stroke than those who speak just one language. Dr Thomas Bak, one of the researchers, said that switching languages ¡°offers practically constant brain training, which may be a factor in helping stroke patients recover¡±.

, a professor of psychology at Vita-Salute San Raffaele University in Milan, found that people who speak two or more languages seem to weather the ravages of Alzheimer¡¯s disease better compared to people who have only mastered one language. Alzheimer¡¯s is a progressive mental deterioration (dementia) that can begin in middle or old age, due to generalized degeneration of the brain.

We looked into this more closely in our blog post, How being bilingual can keep your brain in good condition, and were pleased to say that the theory that being bilingual can be a buffer against aging and dementia is backed up by a further study conducted by a team led by Professor Ana In¨¦s Ansaldo at the University of Montr¨¦al. The results suggested bilingual people have stronger and more efficient brains compared to those who only speak one language.

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    Is game-based learning technology a waste of time?

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    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.

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    Then, both students and teachers will be able to use their language, collaborative, leadership and empathethic skills in English-speaking environments ¨C and these skills are crucial for thriving in the fast-paced world of technological progress.

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    There¡¯s one experience that changed my mindset years ago ¨C and it¡¯s directly connected to the title of this text. The moment my English fluency truly improved was the moment I began to believe in myself. It was when I projected the version of myself I wanted to become. It was when I realized I wanted to speak to the world, and my confidence extended far beyond the classroom.

    Long story short, my perspective as a student shifted dramatically when I got my first job. That¡¯s when I realized the value of understanding the world, being able to communicate effectively, and developing essential soft skills ¨C skills I didn¡¯t even realize I was learning at the time, but which have been crucial to my personal and professional growth. Today, I¡¯m glad that education is starting to include these elements in the classroom.

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    I¡¯m excited about ɫèAV's latest research into GSE Soft Skills (report coming soon). The GSE provides a methodological framework and resources to enhance my teaching. It also offers answers to my long-standing questions, including tools to prepare my classes more effectively and support my colleagues in helping students master both language and professional skills.

    We must prepare our students for life beyond the classroom. By offering clear goals, role models, opportunities to practice and consistent feedback, ɫèAV helps us spend less time planning and more time engaging with our learners.

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