Motivating your students through assessment

David Booth
David Booth
A group of young people looking at results and papers in a hallway, laughing and smiling

Motivating students can be difficult, especially where exams are concerned. The prospect of preparing learners for them seems like a mammoth task. But assessment can also be a way of encouraging motivation. The clue is in the word ‘test’. Whether externally or internally driven, students wish to test their knowledge and their learning; they want to see how they are developing and progressing.

In this article, David Booth explores what makes students want to push themselves and how you can encourage them with assessment.

What motivates students?

Students are incentivized in different ways, through internal (intrinsic) and external (extrinsic) motivation. Internal motivation is when someone takes an exam for their own satisfaction or interest; without immediate external reward. External motivation is driven by other factors such as the need to graduate or get to a particular level for career advancement. External motivation may also come from others, such as parents and teachers, encouraging students to attain a particular level in a subject or a qualification.

The important thing to recognize is that students should identify their intention for learning English. This will then enable them to determine short- and long-term goals that will drive both internal and external motivation. For example, a student might say; ‘I like learning English because I love reading books about Harry Potter and also English will be useful in my future life so I can meet and learn from people from different countries’. Recognizing and acknowledging reasons for learning with help reinforce the motivations for learning.

How can we promote an environment that is engaging and motivating?

Students’ self-belief is important but teachers also have a significant role to play. Teachers can help give students the confidence to build on their own skills. One way to do this is by promoting a growth mindset. This is the theory that ability and performance can be developed through fostering a positive environment, and is the opposite of a fixed mindset which is the idea that a person’s talents are already fixed from birth.

Developing a growth mindset is important because it encourages us to see new challenges as a positive thing. It involves praising effort rather than just focusing on outcomes.

With all the above in mind, here are five things teachers can do in class to help keep up student motivation levels:

5 ways you can motivate your students

  1. One of the best things that teachers and educators can do to support their students is to help them identify their motivation. Ask them why they are learning English. Is it for themselves? Their parents? Or a job opportunity? This will help teachers and learners decide on the best course of action for learning and also help students find satisfaction within the task, whether in an exam or taking a conversation class.

  2. It’s important to teach courses that are focused on developing communicative ability and knowledge, not just passing a exam. As education evolves, assessment must too, so it’s crucial to foster the practical linguistic skills of your students, not just aim for a good final grade.

  3. Teachers can help students develop their dominant learning styles. Do they learn by writing new words or reading things aloud? In doing so, you and your students can tailor their exam preparation towards how they work best and ensure they feel motivated to learn by themselves.

  4. You can give students the best understanding about the type of tasks they will face. Looking at past papers or using a wealth of exam resources will give them confidence and familiarity when facing any final assessment.

  5. Teachers must talk the talk! We must say the right things to keep our students motivated. This involves talking about what they have done in a positive way. Praising students just for their intelligence is not productive, because that refers to a quality rather than their behavior. Instead, we want to encourage student development through hard work and application.

Here are some growth mindset statements to inspire your students:

  • You worked really hard on that.
  • I’m so proud of your progress.
  • You kept going even when it was hard.
  • You have a tenacious attitude; I’m so proud that you never quit.
  • You really did … well because …

Motivating students with the ÃÛÌÒapp English International Certificate (PEIC)

PEIC is designed to help motivate students, offering them the opportunity to identify their strengths, and track improvement and success over time. It is widely used by learners who are looking for a general English test that allows them to build a portfolio of their communicative language ability for travel, to improve their employment prospects or for further education. It’s also valid for life.

Graded progression

PEIC offers a pathway for graded progression from level to level and explicit opportunities to evaluate and accredit learning outcomes at each of the CEFR levels. There are six English proficiency levels, from very low (A1) to very high (C2). There are no hidden surprises, false starts, or sudden jumps in difficulty from one test to the other.

This makes it easy for teachers and students to track progress. Showing students they have progressed in their studies is very motivating and encourages further study.

Assessment of communicative ability

The exams assess learners’ ability to communicate and use English effectively rather than their test-taking skills. The emphasis is on communicative skills; the level of ability that the student has in using the language for practical purposes. This is very motivating both in the short and long term.

A positive testing experience for the student

PEIC delivers a relaxed and enjoyable English testing experience that is a natural continuation of what happens in the classroom. It’s perfect for those educators who are interested in using assessment as a way of building students’ confidence and motivation, as well as raising school standards.

Easily integrated into a general English curriculum

Fitting PEIC around a general English program could not be easier. This is because the types of tasks that students will find in the English exams are similar to those found in most modern communicative course books. Therefore, there is no need to do a specific PEIC course before taking the test.

A wealth of learning resources

There are lots of resources out there offering something for everyone, including test guides for each level, test tutorials, practice tests, test tips and many more, so students will feel supported throughout the preparation process.

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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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