4 top tips to help you encourage teens to read

A girl sat surroudned by bookshelves, she is leaning on one and reading a book

Two big questions about reading

Children who engage with reading are three times more likely to have high levels of mental well-being than those who do not - ().

There are two big questions we need to consider to help our students succeed in today’s school environment and to improve their general well-being.

Research points in one direction: that is reading for pleasure! Here are four tips to help your students read more - and enjoy it.

Tip 1: Give them a choice of great graded reader

Reading can help students escape into new worlds and switch off from the day, helping them cope with stress and worry. The outcomes of reading will occur more often and more strongly if reading is enjoyable in the first instance.

The benefits of reading are more likely to be felt when reading takes place through free choice. Give your students a wide selection of graded readers of different genres and at the right level. Ask them what genres they know and then do a class survey to find out which they like reading most.

app English Graded Readers offer teenagers a large range of genres at all levels. The series offers world-renowned stories – fiction, non-fiction, biographies, cinematic readers, plays, short stories and classics – rewritten for English learners.

Tip 2: Involve the students in a collaborative group activity

A reading circle is a strategy where the teacher puts students into groups to read a whole book or one or more chapters. At the end of the project, each group creates a presentation to deliver to the class. Reading circles reinforce listening, speaking, reading and writing skills in a supportive and collaborative environment.

What’s more, they encourage students to deepen their understanding of a chosen text, as students are encouraged to talk about the book they are reading with their classmates. They discuss plots, the specific language used, and personal experiences, think about the characters and make connections to the outside world and citizenship.

Students work collaboratively and think about and discuss what they have read. At the same time, they are guided towards deeper comprehension and are encouraged through active learning to take an interest in other students’ ideas.

This type of collaborative project works perfectly in a face-to-face or remote teaching situation. It can be a way of nudging reluctant readers to read. You can help your students deepen discussions about books, create lifelong readers and build a respectful classroom community.

How to lead a reading circle

Create your reading circles by forming groups of four to seven students. Learners should be at the same reading level and also have similar interests, where possible.

The objective of each circle is to read the book and prepare a presentation to share with the whole class. Each group decides collaboratively which reader they would like to read together; however, ask each group to read a different book so you have a variety of presentations.

Reading circles should be fully student led. Students are empowered and supported by their peers as they all have a specific and important role to play. Through the project and preparing the digital responses students learn digital skills and improve their digital literacy and critical thinking.

Suggested reading circle roles:

  • Slides Wizard: Creates the slides for the presentation
  • Presentation Wizard: Helps with the presentation to the class
  • Artistic Wizard: Looks at the illustrations in the book (this could be good for students with dyslexia)
  • Film Wizard: Finds information about the film version if there is one
  • Word Wizard: Finds new or keywords
  • Summary Wizard: Writes/creates a summary/visual summary of the plot
  • Sentence Wizard: Finds important quotations, and sentences in the book
  • Character Wizard: List/description of characters
  • Places in the book Wizard: Finding out about symbolic locations in the book

Students can present their reading circles project in several different ways. For example:

  • A PowerPoint presentation
  • A poster
  • A video
  • A Padlet (interactive notice board where they can post comments, files, pictures and audio and video recordings).

While students are watching the presentations, they should give feedback to the groups presenting using a feedback form, giving praise and suggesting areas of improvement.

Tip 3: Introduce your students to a class library

Introduce a class library and engage students in reading during class time or outside the classroom. If you don’t have much space for physical books, eLibraries can also ensure students can read the books remotely and read the same book at the same time! As with the printed versions, there are readers for teenage and adult students who want to supplement standard English course materials and build their English competence.

At the end of the year, students can organize a reading festival (either face-to-face or virtually) where they showcase their responses to reading e.g. videos, posters, lap books, dances…anything they like!

Tip 4: Help struggling readers build their confidence

Offering students a choice of readers at the right or slightly below their level can help boost their confidence. Ideally, guide them towards short stories so they can finish them.

Audiobooks can be an alternative to reading a book for a student with dyslexia (and other SEN students). They can have the same experience and many of the same benefits from listening to the story in English.

If they are reading it is important to scaffold their reading with pre-reading activities as they provide the necessary support before the reading starts and activate their background knowledge. It is also important to pre-teach vocabulary items and encourage them to predict what will happen in the story. Pair students up with a reading buddy so the student with dyslexia has another student who can help them.

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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

    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.

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