GSE Partner School Program: Batari School and Maitreyawira School

Thomas Gardner
Children sat in a classroom with raised hands, their teacher stands at the front of the class
Reading time: 4 minutes

The Global Scale of English (GSE) Partner School program by ɫèAV stands as a beacon of innovation and excellence. This initiative is not just about enhancing English language ability: it's about transforming the educational journey for both teachers and students. Today, we celebrate the success stories of two institutions: Batari School and Maitreyawira School, both of which have embraced the GSE Partner School program with inspiring results.

Learn about our GSE partner school program success stories
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Batari school: A journey of tailored learning and teacher empowerment

Since joining the ɫèAV GSE Partner School program, Batari School in Medan has witnessed a remarkable transformation in its approach to English language education. With students from diverse backgrounds, the GSE framework has empowered teachers to tailor their teaching methods to align with each student's specific language level. This personalized approach has not only improved language proficiency but also built confidence and competence among students.

Bapak Feliex Lee, a teacher at Batari School, talks about how the GSE Toolkit makes lesson planning easier and helps create quality, level-appropriate lessons for students. This tool reduces teachers' workload so they can focus more on student growth. The ɫèAV English Journey program, with its courses, tests and certifications, guides students to reach fluency efficiently.

The results

The results speak for themselves. Batari School has reported measurable progress in students' language skills, with average gains of 5.9 points on the GSE scale between grades 11 and 12. This success shows how effective targeted support and a clear plan are for learning a language. Before joining the GSE Partner School program, teachers worked with varied methodologies, leading to inconsistencies. Now, with regular tests, teachers can find out where students need help and give the right support to improve their English.

Transforming Education: Batari School's Journey with the GSE Program
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Maitreyawira school: From learning English to living it

At Sekolah Maitreyawira School in Deliserdang, the GSE Partner School program has been a catalyst for change. The school wanted a reliable international way to measure students' English skills. The GSE framework provides that, helping teachers set clear goals and customize lessons for each student.

Ibu Hera Feitra Lubis, an educator at Maitreyawira School, emphasizes the value of the training provided by ɫèAV. This training has equipped teachers with the skills to set goals using the GSE Learning Objectives, integrate them into lesson plans, and focus on the critical language skills needed for proficiency. The digital assessments have further empowered teachers to measure progress and support students according to their individual needs.

Maitreyawira School has embraced the GSE program to not only teach English but to enable students to live it. The program ensures that every student develops real communication skills, equipping them with the tools needed to thrive in the world. The GSE's data-driven approach has personalized learning, resulting in increased student engagement and motivation. With clear learning objectives at every point on the GSE scale, teachers can design the best learning pathways and work towards achieving specific goals.

The results

The impact has been strong, with students at Maitreyawira School improving their GSE scores by an average of 5.4 points. This shows how dedicated the teachers are and how effective the GSE curriculum is. The school's overall approach helps students become confident global citizens.

Elevating Learning: Maitreyawira School's Success with the GSE Program
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A shared vision for excellence

Both Batari and Maitreyawira Schools show how the GSE Partner School program transforms educational practices. By offering a structured and consistent framework for teaching and assessment, these schools have boosted both student results and the quality of English instruction overall.

Teachers now have the tools to deliver effective, level-based lessons, while students enjoy a clear understanding of their progress and the steps needed to achieve their goals. This alignment has brought consistency to teaching practices, raised proficiency levels and encouraged a collaborative environment among educators.

The success of these institutions highlights the importance of equipping teachers with the necessary tools, training and support. As educators gain confidence in delivering skills-based teaching, students become more engaged and motivated, paving the way for future success.

Setting the stage for students

The stories of Batari School and Maitreyawira School are a testament to the dedication of educators and the transformative potential of the ɫèAV GSE Partner School program. By aligning teaching practices with internationally recognized standards, these schools are preparing students for global opportunities and a brighter future.

The GSE Partner School program extends beyond curriculum improvements; it acts as a driver for educational excellence. Empowering teachers and motivating students sets the stage for a future in which learners are not only skilled in English but also confident in seizing opportunities.?

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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 C an area thats 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 wont 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 isnt 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 C 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 theyre going to divide their time between classroom learning and private study.

    Myth #3: It cant be incorporated into classroom learning

    There are a huge number of ways that students and teachers can use the Internet in the classroom. Meanwhile, ɫèAVs 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 youre 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, todays 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 journey with English began in the unlikeliest of places: a mining camp in southern Peru. As a child, I was fascinated by American culture C 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?

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    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

    Lets 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 Kims 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 Barretts 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. Were making no assumptions about whether the games are being accessed in the classroom, on mobile or online at home. The blend isnt 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 Barretts 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 educators 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? Wed 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 students learning experience. Furthermore, they bring a playful and unpredictable aspect to the learning process.