Books to improve your English: Sci-fi and fantasy edition

Woman with a open book to her face in a bookshop

Are you a fan of science fiction and fantasy books? These genres are not only very entertaining but can also help you improve your English skills. You can enhance your language proficiency by reading books with captivating storytelling, unique vocabulary and imaginative concepts.

Following on from 9 great novels to help improve your English, we've gathered a list of great sci-fi and fantasy books that will transport you to amazing worlds and improve your language skills.

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Books to improve your English: Sci-fi and fantasy edition
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This is an excellent option if you're searching for a classic sci-fi novel. This exciting book can help improve your vocabulary, reading comprehension, writing skills, critical thinking, and understanding of cultural and historical contexts. The exciting story of Martian invaders will captivate you, showcasing creative storytelling and making you appreciate the English language.

A captivating novel for young adults that combines science fiction and fantasy, featuring time travel and otherworldly adventures. L'Engle's writing style is straightforward, making it an ideal choice for those learning English. Explore its fascinating themes and vivid imagery to improve your language skills.

If you want a gripping sci-fi book about war, leadership and morals, try reading 'Ender's Game'. This book has it all, from thrilling action sequences to intriguing characters, and provides ample food for thought. Additionally, immersing yourself in this book can enhance your English language skills, expand your vocabulary and hone your critical thinking abilities.

This well-known magical world needs no introduction. The Harry Potter series follows a young wizard on his adventure through a fantastical realm of spells, friendship and excitement. The language is simple, the story is engaging and the characters are lively. This makes it perfect for English learners wanting to improve and pick up an easy-to-read novel.

An excellent choice for English learners seeking an insightful and challenging read. This science fiction novel can enhance your English vocabulary, reading comprehension, critical thinking and analysis skills.ÌýThe text explores various writing styles and techniques, while also exploring cultural and social themes that can challenge your perception of reality and the world. ‘Ubik’ offers a thought-provoking and mind-bending experience for those willing to explore its depths.

For an entertaining and light-hearted read, check out Douglas Adams' ‘The Hitchhiker's Guide to the Galaxy’. It's a science fiction series that uses humor, satire and adventure to tell its story. Adams' clever writing, wordplay and humor make it a fun way to explore the English language with a lighter touch.

For those seeking a challenge this is a classic example of the fantasy genre. This book takes readers on an exciting journey through Middle-earth, complete with intricate world-building, vivid descriptions and unique characters. Read it to improve your vocabulary and comprehension skills while immersing yourself in a timeless story of good versus evil.

Want something set on earth and with historical references? '11/22/63' is a sci-fi book that mixes time travel and history, making it a great read for English learners who are interested in modern history. This book introduces readers to a range of new vocabulary, helps improve reading comprehension and exposes the reader to the book's setting of 60's America.

If you’re looking for an immersive reading experience, check out Christopher Paolini's 'The Inheritance Cycle' series of books. This young adult fantasy series helps readers learn new words, understand stories better, follow character growth and enjoy detailed world creation. As you follow Eragon's story, you'll learn about writing techniques and the magic of storytelling in epic proportions.

Sci-fi and fantasy books take you to new worlds and enhance language skills with complex ideas and varied vocabulary. It can also help with understanding English pop culture references too. Try these books and let your English ability soar to new and unexplored heights.

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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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