4 ways to improve your students' intelligibility

A woman and a man talking together

Intelligibility is the art of being understood by others. Many students think they need to speak a language flawlessly and with a native-like accent to make themselves clear, but this is not quite true.

While there is a correlation between proficiency and intelligibility, even students of lower general proficiency are capable of expressing what they mean, in a way that the listener understands, if they are using good intelligibility practices.

Being understandable in a second language is often extremely important in work environments, especially as the world becomes more connected and job markets more competitive.

Intelligibility is a vital aspect of communication but it is not exactly a skill in itself. Instead, it is a combination of fluency, pronunciation, and managing your speed of speech. To reflect how important this is for language learners when studying, traveling or at work, we use an Intelligibility Index as part of our Versant English Test scoring.

This index is based on factors affecting how understandable speech is to fluent English speakers. These include things like speed, clarity, pronunciation and fluency. Ranging from 1 (low) to 5 (high), the Intelligibility Index shows how intelligible someone’s speech in English is likely to be in a real-world situation.

Let’s go into some activities and exercises you can try in class to help your students improve their intelligibility with their English and speaking skills.

Ways to improve your students' Intelligability
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How can we help our students improve their intelligibility?

There are a number of factors that influence a student’s spoken English. Here are some ways to start building it into your classes.

1. Record their speech

Making a recording can be a good way of getting a clear picture of someone’s current manner of speaking and understanding in what ways their clarity might be improved. You can do this using a smartphone or laptop computer in class or outside of it.

There are plenty of ways to encourage students to speak. Have them answer an open question; for example, ask them to talk for a minute about a topic they are passionate about or tell each other what they did at the weekend.

Listen to the recordings and help them analyze their speech. Identify parts with low levels of intelligibility. This may be related to their pronunciation, how fast they speak, the amount of hesitation, repetition, etc.

You could even take this further by asking another fluent English speaker to listen to the recording and give honest feedback about which parts they found difficult to understand.

Afterward, it’s important to explain why it was difficult to understand and what can be done to improve their intelligibility. The activity below may help.

2. Listening and shadowing

Listening is a vital part of intelligibility. After all, students have to be able to hear a word before they can say it. Listening also takes focus away from how words are written on the page.

This is key because speakers fluent in English tend to blend words together, so pronouncing each word perfectly in isolation is not a good goal. This kind of practice reinforces poor English pronunciation.

That’s where shadowing comes in.

Shadowing is a useful listen-and-repeat activity that students can use for speaking practice almost anywhere.

  • First, select some audio for your students. It should be under five minutes in length and only be based on the speech of a single proficient English speaker. For more advanced students,is a great starting point, have the student choose a topic they find interesting and are already familiar with.
  • Have students listen to the audio once quickly just to get used to how the speaker sounds. They should pay attention to the speaker’s rhythm, accent, and speaking pace. Students should be able to understand most of what is being said.

Shadowing involves trying to say the same words as the speaker at about the same time (or as fast as possible), for about 30 seconds at a time. Students can pause, try again, and even record and listen back to their own versions. Just like when you sing the words of a song you already know well, you are trying to match the speaker’s pronunciation and pace as best you can.

This will help your students focus on how fluent English speakers modulate speed, use intonation, and blend words together. By repeating what they hear, students can improve their intonation, connected speech and overall fluency.

3. Target the problem sound

This simple but fun activity will help your students focus on their individual problem sounds. It will also get them to listen to each other carefully.

Throughout the lesson, as you listen to your students speak, identify a number of words that reflect the pronunciation challenges your students face. Write the words on the board and group the words by phoneme, for example:

/i:/ Heat, Sheep
/ɪ/ Hit, Trip

Above, we can see an issue with the /i:/ and /ɪ/ sounds (the long and short “i”). Once you have enough words to work on, write a list of numbers on the board. Explain that each number has a corresponding word.

1 – Hit 4 – Hat 7 – Head

2 – Heat 5 – Heart 8 – Hood

3 – Hot 6 – Hurt 9 – Hid

As you can see in the above example, the words only differ by one phoneme (heat/hit, hot/hat, heart/hurt, etc.). This will make the exercise more challenging and useful for the students.

Next, identify the vowel sound in each word and write their phonemic symbols on the board.

Drill the sounds and the words until you are confident your students can repeat them successfully. There are a number of phonemic charts online, that can help you identify the phonemes and model the sounds for your students.

Then test the class by calling out a number and having them shout out the corresponding word. Then call out a word and get them to tell you the number. Deal with any problems that arise.

Put students into pairs. Have them read out their phone number only using the words in the list (note they can use a real number or invent one).

Their partner should listen and write down the number which corresponds with each word they hear. They should then swap roles and do the same again.

Finally, get students to check and see whether the number their partner wrote down is correct. Monitor and go back and drill any of the sounds with which students had the most problems.

4. Transcribe and drill new vocabulary

While problems with individual sounds may occasionally impede understanding, we should also focus on other aspects of pronunciation such as word stress, sentence stress and intonation.

Keep a note of any new vocabulary that comes up during your class. At the end of the lesson, take five minutes to review it with the students. Write each new word on the board and record the word stress using the oO method:

Use ‘o’ to highlight unstressed syllables and ‘O’ to highlight stressed syllables. For example, the stress is on the second syllable of the word “behavior”:

Be-hav-ior = oOo.

The stress is on the first syllable of the word “Saturday”:

Sat-ur-day = Ooo

This has the advantage of recording unstressed as well as stressed syllables. Next, drill this new vocabulary until your students get the hang of it.

To make drilling more interesting, you can also add an element of drama! Have students say the words while expressing different emotions. Ask them to secretly choose an emotion (angry/happy/sad/excited), then say the word and have the other students guess it.

You can also drill whole phrases or even sentences. Backchain drilling is an excellent way to do this and build confidence in lower-level English learners. It involves breaking phrases into sections and having students repeat them after you, from the end of the phrase to the beginning, in this way:

“the test”
“pass the test”
“I’m going to pass the test"

As well as individual sounds and word stress, back chaining also allows you to help students with their intonation and you can also use it to introduce strong and weak forms. Working on multiword expressions and longer phrases with your students will also be helpful.

How is intelligibility scored in the Versant English Test?

Employers, schools and organizations use theVersant English Testto assess an individual’s level of English. It covers the two skills of listening and speaking and also includes an Intelligibility Index rating alongside the GSE, Versant and CEFR scores.

This allows students, teachers and employers to see how easily others can understand the candidate.

The following list shows how the index is scored:

  • Intelligability Rating 5 - Excellent-The candidate can be understood effortlessly by most listeners.
  • Intelligability Rating 4 - Good-Listeners may require a little effort at times to understand some of the candidate's speech.
  • Intelligability Rating 3 - Moderate- Listeners may require some effort to understand the candidate's speech, and some may not be fully intelligible.
  • Intelligability Rating 2 - Low- Listeners may require considerable effort to try to understand the candidate's speech. Despite the effort, it may still be mostly unintelligible.
  • Intelligability Rating 1 - Very Low-Listeners may find it difficult to understand most of the candidate's speech.

This scoring rubric offers a way to assess your students’ intelligibility based on the method used in the Versant English Test.

By giving them lots of support and pronunciation practice and nurturing their confidence to speak without worrying too much about making mistakes, you can help them to improve their clarity over time, allowing them to communicate in clear, understandable spoken English.

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    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?

    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.

    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 .

    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.

    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 or 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.

    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 assessment

    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.Its 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.

    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.

    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?
    • 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?
    • 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.

    Using tablets to assess student progress with Benchmark

    With the right software, tablets can allow us to conduct formative assessments through immediate feedback and learning analytics.

    We have developed our own English-language test for children aged 6 to 13 in an app designed specifically for tablet use. This fun, game-like test is highly motivating and assesses all four skills in a relaxed environment, removing the stress of traditional exams. It also allows you to see where each learner needs more improvement, providing recommendations on what to teach next and suggested activities in selected app courseware.

    Find outmore information about the English Benchmarktest.

  • 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.