Language and employability skills: Critical thinking, creativity, and communication

Ken Beatty
A server standing and smiling at a group of ladies smiling sat at a table

Why learn a language?

For most, it's part of academic studies. For some, it's a fun social opportunity. But for many, language learning is aimed at getting a job.

Language teachers didn't always consider the reasons students were motivated to learn a language. Instead, they focused solely on the central parts of language learning: phonology (sounds of letters and words), morphology (the meaning of parts of words), lexicon (vocabulary), grammar (word order) and to a lesser extent, discourse (the intent of language).

But today, beyond the mechanical aspects of language teaching and learning, language teachers and their teaching and learning materials try to align with students' motivations. This includes exploring a wide variety of social issues from global warming to racism to homelessness. Reasons for teaching these issues are based on the notion that language is culture, and students want to learn broad topics and be able to contribute to conversations about the issues of the day.

Employability skills

A related challenge facing students is employability skills. In the past, students were largely taught the types of language expected of factory workers: giving and responding to simple instructions. Most students learning via the audio-lingual method would consider the question "How are you?" to always be answered with the response, "I'm fine, thank you." The reality, of course, is that you might just as well say, "I'm okay." "Can't complain!" "Not too bad." or even the little-used but truthful, "I feel terrible!"

The Communicative Approach challenged this pre-programmed speech and reflected changes in the workplace. As robots and artificial intelligence agents take over more and more factory work, today's language students are graduating into jobs that require critical thinking, creativity, and broad communication skills. What are these skills and how do they relate to employability?

Critical thinking is about examining problems to better understand them. Sometimes critical thinking helps students make choices between one or more alternatives. Like creativity and communication, critical thinking is vital in both academic and employment situations where, for example, staff might try to decide between two locations to build a new factory.

Creative thinking is about looking for new solutions. In the factory example, a solution might be to build a factory on a boat so it travels between where the raw materials are collected to the market where they're to be sold.

Communication is about explaining ideas, listening to others' views, and using persuasive speaking and writing to structure arguments. Is the factory boat the best idea? It might be, but without clear communication and debate, it will be tossed aside.

In terms of employability, the app series Step Up outlines the varied needs faced by adult learners: "to improve their employability skills to get their first job, secure a promotion, find a different job, re-enter the workforce after an absence or change fields."

Meeting these needs requires new teaching and assessment approaches.

Be collaborative

Teaching has to become more collaborative. This reflects the nature of modern work, where most people work in teams, rather than in the factory model where workers were interchangeable parts of a machine. Workers today need to identify problems, share ideas about how to solve them and negotiate, using critical and creative thinking.

Assess positively

Similarly, assessment needs to change to a model that allows students opportunities to show what they know in open-ended ways with multiple opportunities to achieve success. Tests with closed-ended questions aimed at tricking students are a thing of the past. Assessment today needs to present students with chances to learn and try again and again until they and their teachers are confident of their abilities.

Learning a language and related abilities, like employability skills, is not a narrow classroom-bound experience. Students continue to learn and improve throughout their lives. More than anything else, the role of today's teachers is to set their students on a path of lifelong learning.

To empower your learners with the employability skills they need for future success, watch Ken's webinar here:

Employability: New Jobs, New Needs for Language Learners l Future of Language Learning Webinar 1
Play
Privacy and cookies

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

About the author

, Writer and Anaheim University TESOL Professor has a PhD in curriculum studies. He’s worked in Asia, the Middle East, and North and South America, lecturing on language teaching and learning from the primary through university levels. Author/co-author of 67 textbooks for app, he’s given 500+ teacher-training sessions and 100+ conference presentations in 35 countries His research focus is on critical and creative thinking.

More blogs from app

  • A girl sat at a laptop with headphones on in a library

    5 myths about online language learning

    By Steffanie Zazulak
    Reading time: 3 minutes

    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 – an area that’s 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 won’t 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 isn’t 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 – 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 they’re going to divide their time between classroom learning and private study.

    Myth #3: It can’t be incorporated into classroom learning

    There are a huge number of ways that students and teachers can use the Internet in the classroom. Meanwhile, app’s 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 you’re 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, today’s 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.

  • Two teenagers sat at a desk in a classroom working together in front of a laptop

    My lifelong learning journey: Why learning English never stops

    By Zarela Cruz
    Reading time: 4 minutes

    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 – 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.

  • 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.