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.

ÃÛÌÒapp 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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    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
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    • 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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