Motivating children to read English books with fun activities

Nicola Schofield
A child sat on a bed reading a book

Why is reading important?Ìý

Apart from being aÌýgreat hobbyÌýand funÌýactivity, it can help children improve in many areas of their lives through developingÌýkey transferrable skills. Reading in their native language and English can bring a whole range of benefits. To engage everyone, they mustÌýunderstand the benefits themselves.Ìý Ìý

Ask your students why it's important and create a mind map of ideas. You may alsoÌýwish to use some of the points below to start the conversation. Having a common idea that everyone agrees on can help build motivation and engagement in the classroom.Ìý

ImprovesÌýlanguage skillsÌý

Regular reading develops children’s linguistic skills – it helps them learn goodÌýsentence structure, grammar, vocabulary andÌýimprovesÌýspelling in their own language and in the English language too. Reading aloudÌýalso strengthensÌýknowledge of phonics and improvesÌýpronunciationÌýand articulation.ÌýÌý

Improves memoryÌý

It can help to develop knowledge of phonics and vocabularyÌýrecall and improve focus and concentrationÌý– all necessary skills when learning a language.Ìý

Cultivates curiosityÌý

Books help kids’ imaginations to growÌýandÌýencourage them to beÌýmore open-minded. TheyÌýhelp us to learn about other cultures and encourage us to think more creatively. Through subtle messages,ÌýreadingÌýbuildsÌýanÌýawareness of the world in which we live andÌýenablesÌýchildren to formÌýtheir ownÌýopinionsÌýand ask questions.Ìý

Creates empathyÌý

Stories help to develop children’s emotional intelligenceÌýandÌýempathy towardsÌýothers. ExploringÌýtopics and characters allows them to learn aboutÌýreal-world situationsÌýand think about how they would feelÌýinÌýsomebody else’s shoes. It encouragesÌýrespect for others’ feelingsÌýas well asÌýotherÌýcultures.ÌýÌý

Reduces stressÌý

It is a great way toÌýcalm the mind and help us relax and destress. Children can learn to use it as a helpful tool in their day-to-day lives.ÌýÌýÌý

Develops key life skillsÌý

Children develop their confidence, communication, resilience, patience, social skills and connectÌýwith the wider world, cultureÌýand communities.Ìý

So how do we motivate our young learnersÌý(even our most reluctant readers)Ìýto develop a passion for reading?Ìý

ItÌýmustÌýbe fun,Ìýpurposeful and relevantÌý

Well-known adaptationsÌýcan remove barriers, support and encourage students’ imagination,ÌýandÌýsparkÌýa genuine interest. TheyÌýgive purpose and relevance to the students as most students have watched a movieÌýat some point in their lives and most students have aÌýfavorite movieÌýor character.ÌýÌý

Let your young learners chooseÌý

There are plenty of English Readers to choose fromÌý– if the students can choose their own readers, they will likely be more motivated and focused. Choice gives the students power and makes it more relevant to them. Ask your students to choose theirÌýfavorite movieÌýandÌýhave a vote as a class. Get to know your students, find out what interests them, and base yourÌýbook choice around this.Ìý

RewardsÌýÌý

To motivate students, theyÌýmust know that they areÌýmaking progress. Reward students for their achievements – for example,ÌýcreateÌýa vocabulary wall orÌýa class book chart and give rewardsÌýlikeÌýaÌýstickerÌýorÌýa postcardÌýto takeÌýhome.Ìý

Ìý

Here are five practical, fun ideas on how to further motivate your learners and engage them in reading both in and outside the classroom.

1. Make a bookmarkÌý

Making aÌýbookmarkÌýis a fun way to get children into the habit of reading more regularly. If they have their own bookmark, then they are more likelyÌýto want to pick up a book and read it. In the activity, the children can make their ownÌýbookmarkÌýbased on theirÌýfavoriteÌýbook as well asÌýdraw a picture of theirÌýfavoriteÌýscene.

There’s space for them to write about theirÌýfavoriteÌýcharacter and any new words they have learned. TheÌýbookmarkÌýthen becomes not only a way toÌýfind your page butÌýitÌýcanÌýalsoÌýhelp kids engage in English conversations about the stories and make them feel like they are making progress.

2. Create a mind mapÌý

A mindÌýmap is an activity that helps children to understand andÌýanalyzeÌýwhat is happening in the book they have just read. ItÌýis a great way to show their understanding of the story clearly. It could also be usedÌýfor doingÌýa short presentation on the book orÌýfor helping toÌýwrite a short paragraph about it.ÌýÌý

3. Write your own short storyÌý

This activity is creative and asks the children to choose theirÌýfavoriteÌýreader. They then use their imagination to write a short story about what happens next. They can place charactersÌýin a completely different story of their ownÌýand send them off on a new, exciting adventureÌýor decide what happens next in the original story.

Writing stories like this helps young people to explore their ideas, express their creativity and reinforceÌýsentence structure, vocabulary and grammar at the same time.

4. Create a reading passportÌý

Motivate childrenÌýby giving them clear and achievable goals. Asking them to fill in a passport as they read a new book is a fun way to encourage them.

Each book allows each child to enter a different world andÌýonce they have visited each place, they complete a new page in the passport and receive a stamp.ÌýYou could even make this a class competition to see who can fill in the passport pages the quickest.

5. Create a character profile

Ask the children to choose theirÌýfavoriteÌýcharacter and produce aÌýmovieÌýposterÌýon that person. Ask the students to draw a picture andÌýwriteÌýkey details about the character, such as name, age, physical appearance and interests. This activity motivates the students as seeing theirÌýfavoriteÌýcharacter in a different context can be entertaining and engaging.

With these simple activities, you can make reading a more enjoyable experience, as well as helping with learning English for kids and developing their overall reading skills.ÌýÌý

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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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