Choosingthe right gradedreadersfor young learners

Rachel Wilson
A child and a adult reading a book together in a library
Reading time: 4.5 minutes

Picking out the right graded readersfor your young learnerstakes a little thought.There are thousands and thousands of stories out there. Not only do you have to find the right level but also arange ofbooksthat will keep them captivatedas they learn to read.

In this brief guide, I’ll be helping you to choose the right Disney Kids Readers for your students, so they can participate in guided and independent reading in class and at home.

Let’s delve in.

First, what’s the difference between guided and independent reading?

Guided reading

In class, students typically read aloud in a small group with a teacher. The teacher supports the children as they decode the words, navigate elements of pronunciation, and make sense of the meaning. At home, a child reads aloud to a parent or caregiver. This is a terrific way to involve parents in a child’s path toward reading fluency.

Independent reading

Independent reading, on the other hand, is when students read silently to themselves. These studentsarealreadyreadingwith some confidence. They candecode common words and have a good handle on sight words.Their reading speed is fluent enough to focus on the meaning ofthe text.

Graded readers can help with leveling

So, how do you know which reader to choose for your students? Well, graded readers are already organizedby level. They also often provide metrics to help teachers make informed decisions about what reading level a child is at.

Let’stake a lookat Disney Kids Readers as an example:

Age and level-appropriate stories

Disney Kids Readers have six levels. The number of words per page and the number of pages per story are consistent in each level.

For example, Level 3 stories have up to 40 words per page and 20 pages per story. As a child moves up through the reading levels, the books become longer and morecomplex.

Word lists

To write the stories, authors use lists of common, high-frequency words. Level 1, for example, has a word list of 200 words. Level 6 has a word list of 1,200 words. These are called “headwords.”

In this way, the vocabulary load is manageable for learners. Even better, learnerscome into contact withthe same words again and again throughout the readers, which builds their vocabulary.

Of course, it’s difficult to write an engaging story for children using only headwords. So, the readers also include a few low-frequency, high-interest words, like “lantern” or “tower.” These words then go in a Picture Dictionary or Glossary at the back of the book to support student understanding.

From Level 3, Disney Tangled,Picture Dictionaryp.23

Grammar syllabus

The authors write using a grammar syllabus for each level. For example, regular past simple is introduced in Level 3 readers, around the same time that students are learning this verb tense in their general English lessons. As children read, they see examples of the regular past simple within the stories.

Teachers canuse theDisney Kids Readers’Scope and Sequenceto see which language structures are covered at each level.

Lexile® measure

Every Disney Kids Reader is assigned a Lexile® measure. This is a global standard for measuring text complexity. Generally, longer sentences and more low-frequency words in a text lead to a higher Lexile® measure. This gives teachers and parents a way to compare these readers against any other book with a Lexile® measure.

It also means that you can arrange the graded readers from the lowest to the highest score. You can be confident that the readers you choose are gradually becoming more complex as your young learners become more skilled at reading.

Global Scale of English

TheGlobal Scale of English(GSE) is a standardized, granular scale from 10 to 90 that measures English language proficiency. It’s aligned with the Common European Framework of Reference (CEFR).

Every level of Disney Kids Readers sits within a band on the GSE. For example, the range for Level 1 is 16–27, while Level 6 is 36–48. If you know the GSE or CEFR level of your students’ general English coursebook, you can match the graded readers to the same level.

Each reader includes a handy chart on the back cover.

Cisfor“comfortable”

Independent reading: Reading the text should be easy—with almost every word familiar to the student. In this way, they can focus on enjoying and understanding what they’re reading., a leading expert on teaching and learning vocabulary, suggests that two new words for every 100 words is the right fit for comfortable, independent reading.

Guided reading: Reading the text should help the student practice the reading skills they’re learning, such as using context to understand words, language structures, letter-sound relationships, and reading comprehension.

Tips for working out the comfort level:

  • Make an estimate of a child’s reading level based on what you already know about theirabilities, anduse the tools available to you in the graded reader. Then start at the level below that. It’s safer to start low and go up, than the other way around.
  • Have the child read a passage out loud to you from a book at this level. Aim for them to read about 100 words. As they read, make a note of the number of errors they make so that you can get a rough idea of whether they arehitting a target of about 90% accuracy.

E is for “enjoyable”

We wantreading to beenjoyableforour young learners.If they aregivenbooksthat they can understand and that theyfind interesting,there’samuchbetterchancethat they’ll developa love of reading.

Tipsformaking reading enjoyable:

  • Neverrefer to readingbooksas“homework
  • Let children pick books that interest them once they know their reading level
  • Includea range of fiction and non-fictionreading materialin the library
  • Encouragechildrento read all kinds of material: poetry,graphicnovels,articles,plays,profiles, in addition to stories.

Whether you’re aseasoned school owner, teacher, or parent,you can usethesetipsto get your children reading with confidenceanddevelopinga love of reading to last a lifetime.What could be better than that?

References

Extensive Reading and Vocabulary Learning, Paul Nation, Victoria University of Wellington, YouTube, 2020

More blogs from app

  • Office works stood in a cubicle and in a hallway talking

    Goal setting: A path to achieving team fluency

    By Samantha Ball

    Reading time: 5 minutes

    We know businesses that invest in skills development are more likely to retain top talent, and see many other benefits as well. Upskilling your team's English proficiency can have a transformative effect on the business, leading to new opportunities, growth, and a more engaged workforce. However, implementing a corporate language learning program can be challenging. Using traditional goal-setting frameworks can support you and your team on this journey. Here's how:

  • 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.

  • A woman smiling with a backpack stood outside in a cobbled square with many people in the background

    Language learning tips for international students

    By app Languages

    Reading time: 4 minutes

    Are you studying abroad (or soon to be), learning a new language and need some inspiration on ways to practice your language skills in the real world? Don't worry. It can be daunting to know how to begin, especially in an unfamiliar place, However, with a little bit of effort and following these useful tips, you will be able to improve your language skills and make the most of your study abroad experience.