How can we encourage English learners to feel self-confident?

Jeanne Perrett
A group of students in a classroom sat at their desks, smiling and looking towards their teacher at the front

Encouraging learners to feel more confident in the classroom is a problem often faced by teachers. Below are five simple things you can adopt in your classroom to encourage learners to feel self-confident.

The small things

Let’s start with the physical comfort of our students. Having the room adequately heated or cooled, asking if they would like the window open, making sure everyone has had some water or checking to see if anyone needs to go to the bathroom or wash their hands only takes a minute at the beginning of the lesson. It helps our children to know that their welfare is our concern.

Then, make sure that everyone has their books and praise them for being organized or having their pencils sharpened and ready. These things seem trivial, but they count. They count because we are acknowledging the fact that it isn’t always easy to get up and ready for school every morning, day after day and that just managing that well is an achievement.

So, starting by checking the small things helps to give our students a feeling of well-being before the lesson has even begun.

Clarity and familiarity

Be clear. Be clear about what you are all going to do and why you are going to do it. There is no such thing as ‘the obvious’ when it comes to learning. For example, you know that English is spoken internationally, but primary-aged students may have no concept of what ‘internationally’ means.

They may never have considered the concept of language itself. So, we must state the ‘obvious’ and do it in ways which are meaningful to the children, through videos, pictures and relatable examples. This goes for everything; what a verb is, how we form negative statements, what question marks indicate and what today’s lesson aims are.

Whatever they need to know, we need to state it clearly and when they have forgotten, we tell them again without ever making them feel that they ‘should’ have remembered. They forget – we remind. That’s our job.

Then there is the familiarity of a routine. Apart from making us feel reassured that we know what is happening, routines also feed into the innate need for repetition. Young children want their favorite bedtime stories told to them exactly the same way each night and will pop their heads up to correct us if we do something differently. That repetition is part of practice; doing, saying or hearing something repeatedly until we are completely sure we know it.

Most teachers don’t need reminding of this, but it might be helpful to remember that within that routine, one can also have surprises.

A five-minute ‘something different’ slot could be built into your routine. This could be a fun quiz, game or song and dance. A straightforward way of managing this is to write the names of different ‘surprise activities’ on pieces of card, put them into a pot and let a different student pick a card each day.

Room to maneuver

We all feel more confident if we know that we are free to experiment and, within that experimentation, to make mistakes. It can’t be stated often enough that we will only ever learn something by doing it wrong, often many times, before we do it right.

This message may be even more important nowadays when we see and hear perfect versions of whatever has been created - music, cookery and writing to name but a few - especially on social media.

The learning process is not brought to our attention as often as the result, and the results are often digitally altered to look more impressive. We need to remind our children of this and make them feel good about their efforts, however small and halting.

Peer pressure often contributes to a lack of self-confidence; you only need one mocking ‘friend’ to put you off. So, we must be vigilant in noticing little glances or whispered asides and praise the majority of the students who are quietly accepting or encouraging.

Space to flourish

Finally, confidence in our language learning abilities will soar when we know we can make the language our own and use it however we want.

This goes beyond personalizing activities, which can be done at any level ("What’s your favorite food?" "Do you like tomatoes?") and is dependent on the teacher noticing and accepting what individual children are really interested in. So, for example, if we continue with the example of food, a sporty child might be interested in what famous sports people have for breakfast or which foods give us stamina.

A child who is interested in nature might want to know what birds and animals eat. For this to happen, first we need to notice their interests, show enthusiasm for what they are finding out and encourage them to share what they have learnt with the class.

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    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.

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