Championing language learning and teaching – introducing Learners' Voice

Adita Putrianti
A teacher sat at a table with a laptop and whiteboard behind her
Reading time: 4 minutes

In today's world, where global communication is not just a luxury but a necessity, having a strong grasp of language learning is essential for expanding horizons. As an educator, being part of a supportive community can enhance your teaching experience and improve results. That's where Learners' Voice comes in – not only as a platform but also as a lively community where learners and educators come together to innovate and excel in the field of language mastery.

Understanding the complexities of language acquisition and changes in teaching methodologies is crucial for success in the education industry. Joining Learners' Voice can be a significant step forward. This post will guide you through this program, how to join, and how becoming part of the Learners' Voice community can enrich your language learning and teaching experience.

What is Learners' Voice?

Learners' Voice is more than just an online community – it's a movement to foster collective knowledge sharing and growth in language learning and teaching. Imagine a digital space that brings together language enthusiasts from diverse backgrounds – students, teachers, language professionals and academics – all united by their passion for mastering and imparting linguistic skills. Participation in Learners' Voice isn't just about passive engagement; it's an active alliance towards the progressive development of language educational practices.

Participants – who can join?

We're seeking passionate individuals who are ready to contribute to and learn from a global community dedicated to language learning. Participants include:

  • Language learners: From novices to seasoned language polyglots, anyone striving to enhance their language competencies can find a supportive environment.
  • Educators: Teachers of languages at various levels, ranging from primary to tertiary education, as well as private language institutions, are encouraged to participate.
  • Parents: Those keen on supporting their children's language education and understanding the latest pedagogical trends.
  • Corporate employees: Individuals using languages in a professional setting who would like to expand their communication skills and contribute to language education research.
  • Language test takers: Participants at various stages of language proficiency evaluations, including preparation, test takers and educators, involved in the testing ecosystem.

What Learners' Voice members do

Members are invited to engage in diverse activities:

  1. Research collaboration: Work in unison with experts and peers on language research projects.
  2. Discussion forums and webinars: Foster engaging conversations and enhance your understanding of language learning trends.

Joining Learners' Voice?isn't limited to the virtual realm; it's a tangible commitment to advancing your language learning or teaching abilities. Here's how the program can become an integral part of your linguistic journey.

The Learners' Voice experience – what's in it for you?

A community that listens

Join Learners' Voice and ensure your thoughts on language learning and teaching aren't just registered but given the platform they deserve. It's a community that values each unique perspective as a brick in the foundation of innovative language education.

Professional and personal enrichment

Participating in Learners' Voice exposes you to a range of resources and interactions that can significantly enrich your language learning and teaching experience. From sharing best practices to receiving and providing support, the community is a huge pool of opportunities for growth.

Ongoing support, monthly draws and Incentives

Beyond the exchange of knowledge, Learners' Voice offers tangible rewards for your active involvement. From monthly draws to recognition for contributions, the program ensures that your efforts are appreciated and your aspirations to excel in language learning and teaching are duly recognized.

How to take that first step and join Learners' Voice

Joining Learners' Voice is simple and rewarding, with just a few clicks standing between you and a robust platform for growth in language education.

Start by accessing the community

Visit our portal or scan the QR codes provided to access the 'Join Learners' Voice' link. The process is quick and you'll be welcomed into a world of like-minded peers passionate about languages. Learners can ?and Educators .?

Spread the word

Once you're part of the community, share your experiences and encourage your colleagues, friends and social networks to join. The more voices we have, the richer the dialogue and the stronger our collective learning experience.

Stay engaged

Active participation is key to making the most of your Learners' Voice membership. Whether you contribute to ongoing research or share your insights on forums, every interaction is an opportunity to learn and grow.

Your voice matters

In conclusion, Learners' Voice is an innovative platform that puts the power of learning and teaching back into the hands of the community. For those dedicated to the mastery of languages, this isn't just a community – it's an indispensable tool that can enhance your skill set, broaden your educational horizons, and even offer the chance to shape the future of language education.

Join us and be part of a rich, dynamic community that values your voice and awards your commitment to language education.?

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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.

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    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.