Improve student vocabulary and memory with these classroom activities

Vaughan Jones
Vaughan Jones
Students working together laughing with a laptop in front of them

Reading time: 6.5 minutes

Vaughan Jones has more than 30 years of experience as an EFL Teacher, Trainer and Author. He’s lived and worked in France, Japan and Spain, and has worked to produce a number of coursebooks, including Focus, an English language learning series for upper-secondary students.

In this post he explores some tips and techniques for language teachers to help students improve their ability to remember vocabulary.Ìý

Teaching english vocabulary in 5 easy steps
Play
Privacy and cookies

By watching, you agree ÃÛÌÒapp can share your viewership data for marketing and analytics for one year, revocable by deleting your cookies.

Focus on vocabulary and memory

All learning is remembering, said Plato… or was it Socrates? Anyway, I'm sure all of us agree that memory plays a central role in learning a foreign language and in particular, learning new words. The first two thousand are easy. As research tells us, approximately 80% of almost any text in English is made up of the 2,000 most frequent words.

Students meet these words repeatedly whatever they read or listen to, and whether they like it or not. And presumably they like it. Why? Because we know that repeated exposure is vital for long-term memorization, it effectively means that the first 2,000 words come 'for free'.

But what about the next thousand and the thousand after that? Researchers suggest that a student probably needs to know about 5,000 English words to pass the Cambridge First Certificate Exam and maybe upwards of 10,000 to be considered genuinely C2 level on the CEFR scale. For reference, an educated speaker of English as a first language will probably have a passive vocabulary of around 20,000 words.

What can we do to help our language students learn the thousands of less frequent words in the English language? It's not easy, that's for sure. There is no magic bullet. But here are some thoughts based on my own experience of many years in the classroom.

Focus on the most useful words

Sounds obvious, doesn't it? But time is always limited, so make sure that the words you are asking your learners to learn are the most useful, which probably means the most frequent for their particular stage in the learning process.

Usually your coursebook will do this for you. Vocabulary selection in the different levels of Focus is informed by the frequency criteria of the Global Scale of English. So in level 1 you might teach 'silly' (A1) but you wouldn't teach 'preposterous' (C1).Ìý

Focus on memorable first encounters

You never get a second chance to make a first impression. This is as true for words as it is for people. Encountering words for the first time in richly evocative, personalized, meaningful or unexpected contexts can help the memorization process. The more neurological stimulation, the better.

Focus on teaching effective word-learning strategies

This should be an ongoing 'learner training' aspect of your language teaching. Firstly, encourage students to expose themselves to as much English as possible outside the classroom: music lyrics, tweets, blog posts, vlogs, video clips, extensive reading and listening (including podcasts and spoken word), and watching films and TV series with English subtitles. These are just a few obvious sources.

Secondly, train language students on how to discover meanings and recognize correct usage: guessing from context, using dictionaries effectively or learning basic meanings of high-frequency affixes.

Finally, teach your students different ways of recording vocabulary. Encourage them to create paper or digital flashcards, introduce them to mnemonic systems such as the keyword method or simply explore more creative ways of noting words down.

Focus on systematic recycling

As you can't guarantee that words outside the top 2,000 will automatically reoccur at conveniently spaced intervals, it's your job to engineer systematic re-encounters with the new words you teach. A coursebook like Focus incorporates frequent recycling of target vocabulary, but it's never enough.

Also, what about all that vocabulary you taught when, for whatever reason, the lesson took a different direction and you went 'off-script' and started scribbling words on the board that weren't even in the coursebook?

My own very low-tech solution to capturing all those words is to institute a class scribe. Students take turns being the class scribe. They are given a blank sheet of paper at the beginning of the lesson and their role is simply to record any new language. This 'data', along with the target vocabulary in my coursebook, becomes my learning corpus. Having a class scribe:

  • provides a unique record of each lesson
  • helps improve classroom dynamics
  • can reveal learning styles and difficulties

Five vocabulary activities to focus on students' vocabulary and memory

So now I know which words I've taught, I can make sure that I recycle them at regular intervals. How do I do that? By equipping myself with a repertoire of tried-and-trusted 5 to 10-minute activities that can be used as lead-ins, warmers or fillers. Activities that require very little or no preparation and can be adapted to cover a wide variety of different lexical areas. Here are my favorite five.Ìý

1. Board bingo

Write down 12 to 15 words you want to revise on the board. Ask the students to choose five of the words and write them down. When they've done that, tell the students that you're going to read out dictionary definitions of the words in random order and that they should cross out their words if they think they hear the definition. When they've crossed out all five words, they shout Bingo.ÌýMake sure you keep a record of the word definitions you call out so that you can check the students' answers.

2. Odd one out

An old favorite. Think of the English vocabulary, pronunciation or grammar point you want to revise. Write five words on the board and ask students which one is the odd one out. The students then explain why. This usually relates to the meaning of the word, so in the following example, the odd one out is dog.Ìý

pinkÌý/ÌýÌýredÌýÌý/ÌýÌýdogÌýÌý/ÌýÌýblueÌýÌý/ÌýÌýyellow

However, you could have any criteria you like, say, the number of syllables. In that case, the odd one out would be yellow. In fact, the more unexpected the criteria, the better. The important thing is that they're looking at and thinking about the words you want them to revise.

3. Category dictation

Choose the language you want to review and devise a way of categorizing it into preferably two categories. Write the category headings on the board and ask the students to copy them. Then dictate the words (10-12 maximum) slowly and clearly, and ask the students to write them down in the correct category. For example, say you want to revise jobs, your categories might be jobs you do inside and jobs you do outside.

Then, dictate the words, eg a farmer, an archaeologist, a surgeon, an au pair, a vet, etc. The students write down the words in the correct category. When you've dictated the words, ask students to compare their lists.

4. Scrabble

Choose a lexical set you want to revise. Students work in pairs. They'll need a piece of paper, preferably graph paper with squares on.

Choose a topic, for exampleÌýschool subjects. Student A writes 'Across' words and Student D writes 'Down' words. It's a good idea to provide the first word across and make sure that it's a long one.

Student D then adds another school subject down the paper from top to bottom. This word must intersect with the school subject written across the page.

Student A then writes another school subject that intersects with the school subject Student D has written down. Students continue taking turns to write in their own words.

Students build up words like on a Scrabble board until they can't think of any more school subjects. (You could make it into a game by saying that the last person to write a school subject is a winner.) Note that students must leave one square between each word – this is why it's better and clearer to use squared paper.

5. Random letters

This activity is good for revising any type of vocabulary. Ask the students to call out any seven letters from the alphabet. Write the letters scattered on the board. Then ask the students in pairs to think of a word beginning with each letter on the board. The most obvious criteria is to revise words from a specific lexical set that you have taught recently, egÌýjobs, clothes, food, animals, etc.

Alternatively, you could simply ask them for words they've noted down in lessons over the past two weeks. Another possibility would be to find the most interesting words they can from the Student Book unit that you've just finished. If the lexical set you want them to revise is particularly rich, you could ask the students to think of as many words for each letter as they can in, say, three minutes: make it into a contest to find the most words.

It's always worth spending time thinking about how you can help your students to learn words more efficiently and more effectively. Way back in the 1970s, the linguist David Wilkins summed up the importance of vocabulary learning thus: 'Without grammar, very little can be conveyed, without vocabulary, nothing can be conveyed.'Ìý

Bibliography

  • Bilbrough, N. (2011) Memory Activities for Language Learning. Cambridge University Press
  • Cook, G. (2000) Language Play, Language Learning. Oxford: Oxford University Press
  • Thornbury, S (2002) How to Teach Vocabulary. ÃÛÌÒapp
  • Webb, S. & Nation, P. (2017) How Vocabulary is Learned. Oxford University Press

More blogs from ÃÛÌÒapp

  • A teacher sat with students at a table, the students are using tablets.

    Benefits of using tablets in the primary classroom

    By Jacqueline Martin

    Reading time: 5 minutes

    Interactive whiteboards, PCs and laptops are common in many schools worldwide, but have you ever considered using tablets in your young learners' classes?Ìý

    Tablets can be used for many things. Online research, watching and creating videos, playing games, and digital storytelling are just a few examples. Of course, there's also the added environmental benefit of going paper-free.

    In this post, we're going to explore some of the reasons why using tablets can be beneficial in the young learner's classroom and what to consider before you do so.

    What are the benefits of using tablets in class?

    1. Facilitating engagement

    With good direction from the teacher, tablets can emulate natural social interaction and interactivity. They can also offer problem-solving activities, set achievable goals and provide instant feedback.

    Moreover, when young learners are truly engaged in an activity, it may be perceived as effortless - and they learn and use their second language (L2) without even realizing it.Ìý

    2. Introducing authenticity and autonomy

    In terms of content, tablets allow us to bring the real world into the classroom at the tap of a screen. We can provide learners with authentic materials via level-and-age-appropriate videos and real-life communication. As well as interaction with other teachers and learners through teams or by using a secure app such as .Ìý

    Tablets also promote learner autonomy. They are easy to use, allowing us to take a step back and let our students work at their own pace, being on stand-by as a facilitator when students require help or a little push in the right direction.

    3. Promoting creativity, communication and inclusion

    Nearly all tablets have a webcam and voice recorder, which means that learner-generated content can be created easily - even without dedicated software.Ìý

    You can have your students make their own vlogs (video diaries), ebooks, comics, cartoons and movie trailers. All you need to do is to install apps such as Ìýor from Duck Duck Moose. While these apps have been created for 'fluent-speaker' classrooms, they can easily be adapted to an ELT context.

    Tablets also promote communication. This can help improve students' L2 oral skills at any level, when the teacher is there to support and guide them.

    One of the greatest advantages of a tablet as opposed to a computer is that anyone can use one and they are much more portable.Ìý

    For students with special educational needs, tablets can be an essential learning tool and they can also be used by students with low-level motor skills, such as very young learners. Similarly, tablets can work really well with multi-level classes, as they allow you to offer differentiated materials, activities and support where necessary.

    4. Enabling online assessmentÌý

    Tablets can also facilitate interactive online exams or help measure progress. Tests such as 'English Benchmark - Young Learners' are designed with primary learners in mind, to be taken anytime, anywhere.ÌýIts game-like format engages students and takes the fear out of being assessed. It also provides instant feedback to the teacher with informative reports and advice for future study.Ìý

    5. Building relationships with caregivers

    Finally, as with any online content, tablets allow you to connect with our learners outside the classroom. You can quickly send links to classwork and feedback to the children's caregivers, fostering a positive relationship and a greater interest in their child's progress and learning.Ìý

    Tips for using tablets in class

    Before implementing the use of tablets in your classroom, there are some things you should consider. Here are some useful tips that will help you gain the maximum benefit from tablets.

    Usability:

    • Decide what you are going to use the tablets for and when. Are you going to allow students to use the tablets for all parts of the lesson or only for specific activities? This may depend on the number of tablets you have available.
    • Use technology to improve an activity or design new activities that would not be possible without the tech, rather than using it to carry on as normal. Think about when a tablet will help learners do something they wouldn't be able to do without one, e.g., make a video or create and share a piece of writing with the whole class.
    • Think about using tablets for creation rather than consumption. Your students can (and probably do) spend a fair amount of time consuming videos in their free time. Whether they do this in English or not is another story, but in the classroom, students should use the language as much as possible (see the next point).
    • Use the tablets for collaborative tasks that require social interaction and communication. It's unlikely that you will have one tablet per student. Make the most of this limitation by having students work in pairs or small groups. Students can use their own devices individually outside the classroom.
    • Try to incorporate tablets into regular classroom activities and interactions. Avoid making them a "reward" or just for "games". Even if games are part of your planned tablet usage, make it clear that students are playing them in order to learn English. Encourage students to think of the tablet as a tool to help them on their learning journey.

    General tips

    • Try out any apps or widgets before asking students to use them. If necessary, make or find a step-by-step tutorial to help students use an app. There's nothing worse than having a class of twenty-five students all raising their hands at the same time because they don't know where to start.
    • Have clear rules and guidelines for tablet use. Educate students about using the equipment responsibly. Do this before you hand out tablets the first time.
    • Provide students and parents with a list of recommended apps to continue their home learning. Whether you have a class set of tablets or are using BYOD (Bring Your Own Device), many students will have access to a tablet or mobile phone at home, which they can use for further practice. Students will likely be motivated to continue playing games at home and may wish to show their parents and friends any content they've created in class.

    Practicalities

    • Consider the hardware and technical requirements. Do you need a Wi-Fi connection? How many devices will you have? Which apps and programs do you want to use?Ìý
    • Ensure the features and apps you plan to use suit the age group you're teaching. Do some research, and if possible, choose apps designed for educators, avoiding freebie apps that may contain advertising. Block any websites you think unsuitable and install a search engine with child-friendly filters.
    • Set the language of the devices to English. Even if your students are very young, they'll pick up useful language and will be more inclined to use English as they are using the tablet.
    • Decide where you will keep the tablets and how they will be maintained. How often and where will they be charged?Ìý
    • Think about how you can flexibly set up your classroom to incorporate collaborative tablet use. Move tables together to make group work easier. Create workstations or even have cushions or bean bags in a corner of the classroom.
  • A child running with a rugby ball outside, with children behind them

    How can gaming support language learning?

    By Jacqueline Martin

    Reading time: 5 minutes

    Academics and teachers have been writing about the benefits of using games in the language classroom for many years. Wright et al (1984), Lee Su Kim (1995), Ubermann (1998), Ersoz (2000), Yong Mei and Yu-Jin (2000) and Thi Thanh Huyen and Khuat Thi Thu Nga (2003) all pretty much agreed that games provide a useful and meaningful context for language use; encourage students to interact and communicate; can both challenge and reduce anxiety (as the emphasis is on the message, not the form); provide practice in all four skills; and help students to make and sustain the significant effort involved in learning a language.

    Kim and others have also noted that games can offer a welcome break from the usual routine of the language class. Playing a game after an intensive test or with over-excited students after break time can help re-engage learners instantly in your lesson, and you'll maximize your time with them.

    Lengeling and Malarcher (1997) took the list of potential benefits of games in the classroom even further.

    Affective

    • Games lower the affective filter
    • They encourage the creative and spontaneous use of language
    • They promote communicative competence
    • Games are both motivating and fun

    Cognitive

    • Games reinforce learning
    • They both review and extend learning
    • Games focus on grammar in a communicative manner

    Class dynamics

    • Games are extremely student-centered
    • The teacher acts only as a facilitator
    • Games build class cohesion
    • They can foster whole-class participation
    • Games promote healthy competition

    Adaptability

    • Games can be easily adjusted for age, level and interests
    • They utilize all four skills
    • Games require minimum preparation after the initial development stage

    It is important to bear in mind that when the above was written over 20 years ago, it was with reference mostly to more traditional games. But more recent evidence seems to indicate that the same principles apply. Some additional benefits cited by teachers I've spoken to are that:

    • Games could make language lessons less threatening for less confident pupils as their concern about getting sentence form wrong was reduced, and so their production greater.
    • Students learn more than just the language of the lesson when playing a game; they may learn instructional language through discussion or rules and sometimes negotiation skills and a lesson in cultural differences too.
    • Students can form a greater variety of emotional connections with language through playing games, for example acting out a word or seeing another student do so, or remembering a clue for a word.

    So, playing games can help students learn a language – but is just playing them enough? Some teachers like using games with less motivated classes who won't engage with straight practice activities and will willingly use key vocabulary and structures in a game, gaining much-needed practice without even realizing it. In today's language-learning context, though, is that a good thing?

    Motivating the unmotivated

    In recent years, much research has shown that students learn better when the intention or objective of the lesson is clear to them. In short, they understand what they're supposed to be learning and why and, when taking it to the next level, can assess their own learning and be actively involved in planning their next steps.

    Would knowing that the games they play are actually a way of doing some additional language practice make these students engage less? Opinion differs, and some discussion seems to center around the actual activity involved. Some games are thinly veiled group-work tasks, but other games that are at the right proficiency level (or slightly above) and take into account factors like cultural context, available time, learning topic and the classroom setting are generally considered to have a positive impact.

    Another major influence on improving motivation is the feedback a student receives, and this is something games can also support. Online games can provide richer simulated learning experiences and immediate feedback to students in a variety of ways.

    Above all, the main issue for the less motivated students is usually that they can't see why they need to learn English. Playing games not only simulates 'real' contexts but also helps them understand that they can accomplish a variety of tasks using English as a medium, which is motivational in itself.

    As teachers, there is a responsibility to explain how or why games will help students learn. This can equally motivate learners (or parents) who fear that playing games is just frivolous time-wasting. For example, informing even adult students that a simple hangman or hot seat game helps them improve spelling skills, gets their brains focused on recognizing the shape and structure of new words, and facilitates their learning of new vocabulary soon helps them see the value (Simpson 2011).

    Can games help learners acquire 21st-century skills?

    Maybe we can draw the conclusion that games can positively impact learning – but is that even enough? Today's teachers have to ensure not just that their students learn but that they acquire the skills they need for life and jobs in the 21st century. Can games help here too? This is a newer area of research, but evidence seems to indicate that games can help students learn a variety of important skills such as critical thinking skills, creativity, teamwork and good sportsmanship.

    These ideas were taken seriously by Robert Morris University Illinois, who offered an e-sports scholarship for the first time in 2014. They studied two groups of students – football players and gamers – and found that levels of competitiveness, perseverance, focus and determination were very similar. Both groups showed a similar desire to excel as part of a team. Both 'sports' required the team members to be detail-orientated, have good hand-eye coordination and have a strategic mind. The only difference was in the level of cardiovascular activity. Both groups received performance analysis and tactical advice from coaches and both subsequently made improvements.

    How many universities will start to offer these types of programs remains to be seen. Still, the idea that online competitive gaming can improve performance is being brought to the workplace too. Think about what virtual teams could learn from playing role-based collaborative games. Team members have set roles and clear and shared goals and have to work closely together to formulate an action plan to achieve them. Teamwork, skill, strategic thinking and communication are essential.

    All these are important skills for today's workplace, so maybe gaming can provide an opportunity to hone these in a lower-risk environment and improve business performance.

    These examples are clearly far from the norm, but they do seem to indicate that using gaming to support learning in the classroom is not a waste of time. When you get the right mix of gaming and learning, it develops a student's autonomous learning skills and encourages them to spend more time on task – both of which greatly impact learner outcomes.