How to make the most of AI in the classroom

Reading time: 5 minutes

Artificial Intelligence (AI) is no longer a futuristic concept confined to science fiction. It has become an integral part of various sectors, including education. As educators, integrating AI into your classroom practices can enhance teaching and learning experiences, making them more personalized, efficient and engaging. Here’s how you can make the most of AI in your classroom.

Ways to use AI in teaching
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Activities chatbots can build/aid teachers with

Here are some ideas to help get you started with how you can prompt chatbots to help you:

Personalized prompts/stories

Use a chatbot to generate customized writing prompts tailored to the interests and skill levels of individual students. This encourages creative writing and critical thinking skills.

Example: "Write me a story about a professional gamer who finds a portal to another world, for a teenage English learner at A2 level."

Quizzes and assessments

Chatbots can create quizzes that adapt to the student’s level of understanding. These quizzes provide instant feedback, helping students learn from their mistakes and improve their knowledge in real-time. Note: Make sure you fact-check these quizzes before giving them to your class to ensure factual accuracy.

Example: "Create me a 10-question quiz to find the grammatical issue for learners of English who are at B1 level."

Lesson plan ideas

Teachers can ask chatbots to suggest new and innovative lesson plan ideas. The chatbot can incorporate multimedia elements and interactive components to make lessons more engaging.

Example: "Provide me with lesson plan ideas for teenagers learning about English verbs at a B2 level, involving videos."

Debates and discussions

Facilitate virtual debates or discussions where the chatbot presents different points of view on a topic. This helps students develop their argumentation and critical thinking skills.

Example: "Provide me some starting discussion points and opinions about which country has the best food."

Homework help and study assistance

Chatbots can serve as students' round-the-clock homework assistants, answering their questions and providing explanations on various topics. This is especially beneficial for students who might need extra help outside of classroom hours. Also, you might come across a topic or concept that is a challenge to explain to a certain knowledge level, and this can be a great way to get ideas on how to explain it.

Example: "Explain the water cycle to a ten-year-old student."

Reading recommendations

Chatbots can provide tailored reading suggestions based on each student’s reading level and interests, fostering a love for reading and improving literacy skills.

Example: "Recommend five books for a 12-year-old interested in space exploration, who reads at a B1 level."

Classroom management

AI can help manage classroom logistics, such as taking attendance, organizing group activities, and tracking student progress. This allows teachers to focus more on instruction and less on administrative tasks.

Example: "Create a seating chart for a class of 25 students, grouping them by their learning preferences."

Making content accessible for diverse learners

AI can be incredibly effective in helping to reword or reformat content so it is easier to read and understand for students who learn differently. This can be particularly useful for students with learning disabilities, non-fluent speakers, or those who simply have different learning preferences.

  • Speech recognition: Tools like Voiceitt help students with speech impairments communicate more effectively.
  • Simplifying language: AI tools can rephrase complex sentences into simpler language, making the content more accessible. For example, a chatbot can take a scientific text and break it down into more straightforward, jargon-free language that is easier for students to comprehend.
  • Visual representations: AI can generate visual aids such as diagrams, charts and infographics to represent information more clearly. Visual content can often make abstract concepts easier to grasp, especially for visual learners.
  • Multisensory learning: Tools powered by AI can convert text into audio, allowing students to listen to the content instead of reading it. This is particularly beneficial for auditory learners and students with visual impairments. Additionally, these tools can highlight text as it reads aloud, creating a multisensory learning experience.
  • Customized explanations: Chatbots can offer different explanations of the same concept, catering to various learning styles. If a student doesn’t understand the initial explanation, the AI can provide alternative ways to explain the concept, ensuring better comprehension.

By using AI to adapt content to meet individual learning needs, educators can create a more inclusive and effective learning environment for all students.

A platform to support your teaching needs

As well as AI tools, MyEnglishLab (MEL) can also help support your teaching. MEL is an online platform designed to support English language learning and teaching. It delivers personalized learning experiences for students and provides educators with a suite of tools to manage and enhance classroom learning.

Immediate feedback: This immediate evaluation helps students understand their mistakes and learn from them swiftly, reinforcing the correct usage of language concepts.

Progress tracking: Both students and teachers benefit from detailed progress tracking. Educators can monitor individual and class performance, identifying areas where students may need additional support. Students can track their own progress, set personal goals and take ownership of their learning journey.

Teacher resources: These resources include ready-made exercises, lesson ideas and multimedia content that can be easily integrated into the classroom setting.

Flexibility and convenience: The platform offers the flexibility to learn anytime, anywhere. This is particularly beneficial for students who may need to balance their studies with other commitments. Teachers can also manage coursework and communicate with students outside traditional classroom hours.

Conclusion

Artificial Intelligence holds significant potential to revolutionize the classroom, making teaching more efficient and learning more personalized and engaging. By automating administrative tasks, enhancing student engagement and supporting special educational needs, AI provides invaluable assistance to educators.

However, it's crucial to remember that AI should be viewed as a supplementary tool that enhances and inspires, not as a replacement for the essential role of human teachers. The unique value that teachers bring through their experience, emotional intelligence and personal interaction is irreplaceable. By thoughtfully integrating AI into the educational process, educators can harness its strengths while maintaining the heart and soul of teaching.

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    We feel that game-based learning (GBL) is a waste of time… if not properly understood. Even then, one could argue that "wasting time" is a vital part of learning and perhaps we need to stop insisting that every second counts.

    Game-based learning vs. Gamification: Understanding the difference

    Let’s begin by first addressing the term "game-based learning" and how it compares to its doppelgänger, gamification. Gamification is the application of game mechanics and dynamics to non-game contexts to solve problems, engage users and promote desired behaviours. For example, rewarding acheivements with points, awards or badges for achievement, levelling up, using avatars, quests and collaboration are all gamification features, which elevate games above the mundane activities of normal life.

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    Game-based learning in action: More than just play

    Gamification does not refer to the straightforward use of games (whether digital or otherwise) as part of a teaching or learning interaction. A teacher using the board game Monopoly in the classroom to demonstrate the idea of rent is not gamifying the learning environment; they are involving learners in game-based learning. GBL refers to the use of games as tools: as devices for opening discussion, presenting concepts or promoting learner engagement within clearly defined learning objectives, in other words, learning through playing games. Gamification is the appropriation of those principles, mechanics and dynamics that make games work in order to promote engagement or engender a desired outcome.

    Teachers have long introduced games into the learning environment – such as Kim’s Game, Pelmanism and Guess Who? – and the uptake of GBL with digital games is particularly well demonstrated by the work being done by the Institute of Play, and the growing popularity of the likes of Minecraft and SimCity in schools. In terms of our immediate ELT context, pretty much any video game can be repurposed for language learning, in the same way a text, song or website can be. Take, for example, the indie game . Although there is no actual spoken language in the game, the platform puzzle format lends itself perfectly to practising language around predictions or conditionals ("If I pull that lever, the door will open"), recounting events ("I was chased by a giant spider!"), strategising and so on. In this post, we will be referring to existing digital games that have been appropriated into a learning context, as opposed to games that have been designed with a specific educational use in mind.

    Sharma and Barrett’s definition of blended learning provides a useful context for approaching the use of digital games in such modalities, notably the combination of “a face-to-face classroom component with an appropriate use of technology”. We’re making no assumptions about whether the games are being accessed in the classroom, on mobile or online at home. The blend isn’t defined by where a learner is, but by how their use of technology supports and enhances their contact with the teacher.

    The notion of appropriateness in Sharma and Barrett’s definition is critical as, in the case of a GBL project, it assumes a teacher has a familiarity with both the tech and content accessibility of a selected game. Acquiring that level of familiarity with a game requires a certain amount of time engaging with it to determine its fit for the needs of the learners, an activity which might easily be considered off task when compared to the other demands being made on an educator’s schedule.

    How GBL fuels engagement and deeper learning

    The benefits of GBL with digital games are potentially quite profound, however. First, studies indicate that playing video games in general can stimulate the generation of neurons and enhance connectivity between the regions of the brain responsible for memory formation, spatial orientation and strategic thinking. The right pairing of game and learning objectives could be argued to promote situated cognition, a theory that knowledge is constructed through – and inseparable from – social interactions and the context in which they take place. A learner immersed in SimCity stands a much greater chance of understanding the principles of taxation and the provision of public services through playing the role of a mayor, for example, than a learner being walked through the annual budget. As Lim et al. state: “games are effective because learning takes place within a meaningful context where what must be learned is directly related to the environment in which learning and demonstration take place”.

    Early-stage research on mirror neurons is adding a new aspect to the discussion around the immediacy of playing games. In short, mirror neurons suggest that when we observe someone performing an action, there is a brief moment in which our brain cells fire as if we are carrying out that action ourselves. The boundary between observer (player) and observed (in-game character) becomes blurred for a split second. A lot can happen in that split second.

    In addition to the benefits of an immersive, neuron-stroking experience, games demonstrably promote learner engagement by introducing the F-bomb into the mix (fun). They also have the capacity to provide an unrivalled social experience, as in the case of MMORPGs (massively multiplayer online role-playing games). As an example, consider how a leading MMORPG game, World of Warcraft, is applied in learning environments.

    Addressing concerns and embracing change

    However, there are often deep-seated cultural aversions to the use of games in an educational context that GBL initiatives are required to overcome. Critics have said that digital games are anti-social, that they rot your attention span, that they are not legitimate, validated learning resources. Although there is not yet a body of research that can empirically confirm or debunk the effectiveness of games used for learning, surely watching a learner plan, execute and evaluate a project in Minecraft with classmates suggests that those objections are based on dated assumptions. The language learning space in particular is still very much attached to a coursebook paradigm that is predicated on levels and a clearly defined syllabus. Perhaps GBL is too much at odds with an established business model that is the bedrock of too many large education organisations.

    So is GBL a waste of time? We’d argue that it is when its potential is not properly recognised and it is treated as light relief. Games are dynamic, engaging resources capable of delivering experiences and drawing connections that can really ignite a student’s learning experience. Furthermore, they bring a playful and unpredictable aspect to the learning process.