What to look for in an English placement test

Jennifer Manning
Students working outdoors, two of them are looking over a open book

If you’re an English teacher, Director of Studies or school owner you’ll know the importance of putting students in the right group. Whether it’s a business English class, exam prep or general English – a placement test is essential. Without one, you’ll teach classes with such varied levels and needs, it’ll be hard to plan an effective lesson.

Placing students at the wrong level will not only lead to unmotivated learners, but it may also cost your institution money.

But how exactly do you design a reliable, accurate and easy-to-use test? In this post, we’ll examine the key questions you need to consider before making your own placement test. We’ll also explore what features you need to achieve your goals.

Problems with traditional placement tests

Most private language schools (PLSs) and higher education institutions offer new students the opportunity to take a placement test before starting a course. However, these are often just a multiple-choice test, a short interview, or a combination of the two.

While this does act as a filter helping us group students into similar levels, there are a number of downfalls. Students can guess the answers to multiple-choice questions – and while they might give us a rough idea of their grammar knowledge, these tests don’t consider the four skills: speaking, writing, listening and reading.

Oral interviews, on the other hand, can give us an indication of the students’ spoken level. However, they also raise questions of objectivity and consistency that even specially trained teachers will struggle to avoid.

Another big issue with traditional tests is the amount of time they take. Multiple-choice exams are often graded by hand and interviewing every new student uses valuable resources that could be used elsewhere.

Key questions to consider

Before you re-design your current test completely, we’ve put together a series of questions to help you think about your objectives, define your needs and explore the challenges you may face.

Taking a few minutes to think about these things can make the process of finding the right English placement test go more smoothly and quickly. Once you know what you’re looking for, you’ll be ready to make a checklist of the most important features.

What will your test be used for?

  • Placing incoming ESL students into the appropriate English language program.
  • Measuring students’ progress throughout the school year.
  • Final assessment of students' abilities at the end of the school year (“exit test”).
  • All of the above.

Is this different from what you use your current test for? How soon are your needs likely to change?

What skills does your current test measure?

Does it measure speaking, listening, reading, writing, or all of the above? Are all of these skills measured in separate tests — or in one test?

  • How many students do you need to test at each intake?
  • How many students do you need to test each year? How many do you expect you’ll need to test in three years?

How quickly do you currently receive test results? How quickly would you like to receive them?

If you can test your students weeks before the start of the school term, you may have time to wait for results. However, if you are continuously testing students, or have students arriving just before the term begins, you may need to get results much more quickly.

What features in your current test do you like and dislike?

Are there things in your current test that you also want in your new test? Is anything missing, or anything that you don’t want your new test to have?

What resources are available to you?

Some English language tests require students to have the computer skills needed to take the test online. You may also need a testing lab that has the following:

  • computers
  • a stable internet connection
  • a headset with a built-in microphone
  • a preliminary checklist for placement tests.

Once you’ve got answers to the questions, you can use the checklist below to make sure your placement test has the features you need. It may also be useful for comparing products if you decide to use an external placement test.

A preliminary checklist for placement tests

What features do you need to achieve your goals?

Now that you've analyzed how you want to use your new English Placement test, create a checklist of the features that you need to achieve your goals.

Usability

  • The ability to test large numbers of students at one time
  • Fast and easy set-up and test implementation
  • Only brief training is necessary to learn to use the test
  • Total completion time is less than one hour
  • Automatic scoring by computer (no hand scoring)
  • Immediate results - the administrator can see results as soon as the testing period is over

Scalability

  • Includes administrative tools at no extra cost
  • includes everything needed to deploy the tests, without requiring the purchase of additional equipment

Security

  • Test forms that are randomized to prevent cheating
  • Secure reporting to ensure test information remains confidential

Test results

  • Automated scoring that can recognize and analyze speech components from both fluent and second-language English speakers
  • Comprehensive reporting that lets you easily compare scores with other Test scores, such as CEFR, GSE, IELTS and TOEFL

More blogs from ɫèAV

  • Woman on a laptop working focused in her office

    Helping students succeed with ɫèAV English Express Test

    By
    Reading time: 2 minutes

    When a student applies to university, they are not just submitting a form. They are sharing their potential. And when institutions review those applications, they need to be confident that the tools they use, especially English proficiency tests, are giving them a clear, accurate picture of that student’s readiness.

    That is why accuracy matters. It is not just about getting a number. For us, it is about setting students up for success and helping institutions make decisions they can stand behind.

    Getting it right from the start

    The ɫèAV English Express Test was designed to be fast and flexible, but never at the expense of accuracy. No – this was a top priority. Students can take it from anywhere, at any time, and receive results in minutes. But behind that speed is a powerful scoring engine that ensures every result is fair, consistent, and reliable.

    ɫèAV English Express Test uses AI trained on over 147,000 responses, with a 0.98 correlation to human scoring. That means institutions can trust that the scores reflect real ability. And every test is reviewed by a human expert before certification, adding another layer of quality control. Add to this that admissions teams can review written and spoken samples – it really is a multi-faceted approach to the reliability of scores.

    Why accuracy supports academic success

    When students are placed in the right programs based on accurate scores, they are more likely to thrive. They can keep up with lectures, contribute to discussions, and complete assignments with confidence. That leads to better outcomes, higher retention, and a more positive student experience.

    On the other hand, if a student is placed when their scores are not representative of their skills, it can lead to frustration, poor performance, or even dropout. That is why accurate scoring is not just a technical detail, it really is a foundation for student success.

    What this means for institutions

    For admissions teams, accurate scoring means fewer surprises. It means being able to confidently admit students who are ready to succeed. And it means fewer resources spent on support for students who were not quite prepared.

    It also supports your institution’s reputation. When students succeed, they become advocates. They share their stories, recommend your programs, and contribute to a thriving academic community.

    A commitment to quality – Across the board

    While ɫèAV English Express Test is ideal for students who need a fast, flexible option, ɫèAV also offers PTE Academic, both of which support U.S. study applications.

    Together, ɫèAV English Express Test and PTE Academic offer a complete solution, one that supports students at every stage of their journey and helps institutions make decisions with confidence.

  • 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
    Reading time: 4 minutes

    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.

  • 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 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.