7 great technology books to help improve your English

Steffanie Zazulak
A child and grandparent sat on a sofa together reading a book and smiling
Reading time: 3 minutes

Technology is one of our favorite topics at the moment. This is because the use of technology can enrich the experiences of both learning and teaching English.

Inspired by this, we set about putting together a list of the best technology and futuristic novels for English learners. Reading novels is one of the most fun and effective ways of improving your English language skills. It can expand your vocabulary and expose you to different sentence structures, as well as give you the chance enjoy some wonderful stories.

E-readers and tablets make learning English even easier because if you don’t know a word, you can simply click on it to read its definition. On a Kindle, you can even add new words you’ve learned to its Vocabulary Builder feature. Others recommend listening to and reading text at the same time as an excellent way of enhancing the learning process. Kindle’s Whispersync for Voice is designed for just this purpose and includes audio with selected books, meaning you can listen and follow the text as you read.

Here is our selection of seven great technology books to help improve your English:

1. Spider-Man comic books

Marvel’s superheroes are no strangers to technology and the comic book experts have recently released a set of comics concentrating on science, technology, engineering, art and maths. The combination of drawings and limited texts make these comic books the perfect place for English learners to start.

2. Poptropica English Space Island Adventure

ɫèAV English Kids Readers are stories that have been specially rewritten for English language learners aged 5-12. The great thing about using a book designed for children is that they can enjoy and learn at the appropriate level. Children's books also often have exciting plots and fun dialogue – and that is definitely the case with this story, from the Poptropica English universe, about Peter, Pepper and Captain Cloud meeting aliens on their tour around Space Island.

Many of you will be familiar with the major movie starring Will Smith, but I, Robot actually started off as a collection of nine short stories by Issac Asimov. Written in the 1940s and 1950s, they tell a tale of humans, robots and morality. Each of the short stories can be read separately and they contain simple, descriptive language, making them perfect for English learners.

Regarded as one of the greatest science-fiction/technology novels written in the English language, Brave New World anticipates advancements in technology that combine to affect society. Author Aldous Huxley’s unique writing style combines narrative and descriptive language, resulting in a witty and engaging read. You’ll want to keep learning and reading to find out what happens next.

This clever novel, written by Douglas Coupland, tells its story through the use of letters and diary entries. Originally a short story, it was expanded to a full-length novel that follows the adventures of six code-crunching computer whizzes, seen through the eyes of one of the characters, Daniel. The diary entries are written in a straightforward and entertaining style, making it a fast-paced read.

This novel explores the wonders of the universe, but the underlying theme contemplates the repercussions of powerful machines for humanity in the past, present and future. The content of the story is rich and it often feels like you are listening to a great aunt or uncle telling stories. Better still is the fact that the technology written about in the book is not described in confusing language – in fact, anyone can understand it, making it perfect for those wishing to expand their English vocabulary.

When a powerful computer virus called Snow Crash gets loose and somehow starts infecting humans, computer hacker Hiro teams up with a sassy skateboard messenger to save both the real world and cyberspace. The characters are quirky, as is the writing style. But it is well thought out and means you can really get to know the characters. You’ll need to concentrate closely on the plot – but the slower pace will give you time to look up any English words you’re not sure of.

More blogs from ɫèAV

  • 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.

  • Four young adults are sitting together outdoors, engaged in conversation with books and a smartphone, near a modern building.

    10 top study tips for neurodivergent learners

    By
    Reading time: 5 minutes

    Every student deserves a chance to succeed. Neurodivergent students – those with ADHD, dyslexia, autism or other neurological differences – have special strengths and perspectives. But usual studying methods don’t always fit their needs. The good news is that with the right tools and strategies, neurodivergent learners can study better, feel less frustrated and reach their full potential.

    Here are a few tips to help neurodivergent learns optimize study sessions:

  • University students sitting together in a library working together

    How at-home testing enhances your university’s appeal

    By
    Reading time: 2 minutes

    When students think about applying to university, they are not just looking at rankings or course lists. They are asking themselves, “Will I feel supported here?” and “Will this experience work for me?” That experience starts long before they step onto campus. It starts with the admissions process.

    Offering an at-home English test like the ɫèAV English Express Test is one way institutions can show they are thinking about the student from the very beginning.

    Meeting students where they are

    Today’s students expect flexibility. They are used to doing everything online, from learning to banking to job applications. So, when it comes to proving their English proficiency, they want a test that fits into their lives.

    ɫèAV English Express Test is available 24/7, can be taken from anywhere secure and quiet with a stable internet connection, and delivers results in minutes, with certification in under 48 hours. 

    That means no travel, no waiting, and no stress. For students juggling school, work, or family responsibilities, this kind of flexibility is not just convenient, it is essential.

    A seamless start to the student journey

    By accepting ɫèAV English Express Test, universities are sending a clear message: we care about your experience, even before you arrive. The test is designed to be intuitive and accessible, with a simple booking process, clear instructions, and a supportive environment.

    Students need a government-issued ID, a quiet space, a computer with a camera and microphone and a mobile phone for a second security viewpoint. The test is completed in about an hour and covers all four skills: listening, reading, speaking, and writing. 

    It is a smooth, modern experience that reflects the kind of digital-first thinking students expect.

    Trust built in

    Of course, flexibility means nothing without trust. That is why ɫèAV English Express Test includes advanced security features like dual-camera proctoring, voice verification, and AI scoring backed by human review. 

    Institutions can be confident that the results are accurate, secure, and fair.

    And students can feel confident too. They know their efforts are being measured reliably, and that their scores will be taken seriously by the institutions they are applying to.

    A competitive edge in a crowded market

    Where students have more choices than ever, offering a test like ɫèAV English Express Test can help your university stand out. It shows that you are forward-thinking, student-focused, and ready to meet learners where they are.

    Feedback from our recent outreach shows that institutions are excited about having a credible, flexible alternative from ɫèAV, with institutional acceptance growing week-by-week ahead of test-taker launch. 

    It’s more than a test, it’s a first impression

    So, what’s the run down?

    Admissions is not just about paperwork. It is about building a relationship. When you offer a test that is fast, fair, and student-friendly, you are showing applicants that their experience matters to you from the very start.

    And that kind of first impression? It lasts.