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As a monolingual teacher of English as an additional language, I often find myself working with students I do not share a first language with. I tend to work with students in the secondary phase of their education, the majority of whom are working on GCSEs. This often involves having to read and use texts full of more complex, academic language, usually based on more abstract concepts. I work with students from a variety of backgrounds; some fully literate in their first language, others not able to read or write but are fully competent in speaking and listening. Therefore, the way I help students to access unfamiliar texts very much depends on the individual student. The C-Pen was quite the breakthrough for me in supporting in my role.
The C-Pen is simple to use for those who are not tech savvy. Just plug it in to charge and before long, it’s ready to use. The simple menu screen makes it easy to select the target language. Then, as easy as it sounds, the tool is ready to be used. The tool works by the user highlighting the target text using the pen, either in print or on screen, and then it provides a translation of the word in the selected other language, along with a definition of the word. So, the C-Pen can be used by students working in English who want to know what particular words are, and their meaning, in their first language. Alternatively, students using first language texts to support their understanding of key concepts can use the pen to check the definition of any words in their first language they are not familiar with, keeping in mind that higher level texts may well have advanced language students have not even learnt in first language.
The pen will read out the target word and provide a definition of the word, in the two languages selected, on the screen of the pen. For those students not secure in reading, the fact that the pen reads out the target language overcomes this possible barrier. Nevertheless, this audio functionality is of course beneficial for all EAL learners; the importance of students hearing target language modelled is a fundamental principle of good practice for supporting students who are learning English as an additional language.
Often lessons are so fast paced, it can be difficult for students to use a traditional bilingual dictionary to look up individual words. With the C-Pen, it is much easier for students to look up words in fast succession as the tool works instantaneously. And, another real benefit of the pen, is it allows students to store texts and words they have looked up in files on the pen, so students can easily go back and look at any text they have looked up during their day and they can then download the files to their computer. They can therefore easily go over any texts or words, to recap their learning. They can even use the pen to audio record any ideas or thoughts they have.
The C-Pen very much encourages students to develop their independence in accessing and understanding unfamiliar texts. Students are easily able to use the pen without support from others. Nevertheless, it is of course a great tool for students to use collaboratively with others students too. Students who speak different languages, working on the same text, can use the pen to easily switch between definitions in different languages when focused on particular words/text.
Whilst it is important for students to be able to understand language at word level, it is also essential that students are able to use the language in context. The C-Pen supports with this. As well as giving a definition of the text, it also provides a sentence, in both English and the other language selected, in which the target word is used.
The C-Pen functions in English, Italian, German, Russian, Spanish and French. It really is a must have for all learners of English as additional language.
More strategies for KS3 and KS4 can be found on the Hampshire EMTAS website.
Written by Hampshire EMTAS Specialist Teacher Advisor Chris Pim

As a trainer I often find there can be a wide range of assumptions or even misconceptions about the effectiveness of digital translation tools for supporting learners of English as an additional language (EAL) and their families. Whilst there is no doubt that these tools are continuing to improve over time, they do have their limitations. So what can we say about their effectiveness - in what contexts are they useful and how can we make best use of them?
The first point that is worth mentioning is that these tools won’t be putting translators out of a job any time soon. It is certainly the case that these tools are not reliable enough for formal written translation and there are many stories, perhaps apocryphal, of nuance being completely lost because a word like ‘detention’ translates as ‘prison’. Moreover, clarification can’t easily be sought once the translated material escapes into the real world. We should also be cautious about replacing professional interpreters in situations where accuracy of face to face communication is essential, such as in formal meetings, particularly where the topic involves sophisticated or esoteric subjects and where there may be additional safeguarding issues.
So what place do these tools have for communication and curriculum-related support? It might help initially to clarify the distinction between standalone translation devices or scanning pens and other solutions that utilise the power of the internet. The former examples have been programmed with a specific set of in-built translations for vocabulary and stock phrases. These devices will be fairly accurate so long as, particularly for vocabulary, the user can pick the correct option from a range of homographs or grammatical constructs. The latter versions, online tools, will be more unpredictable but potentially much more powerful, especially when used judiciously.
Modern online tools use the immense processing power of neural networks, piecing together their output from known good translations in the target language that exist around the World Wide Web. This is how the system learns and improves and in fact certain language learning tools like Duolingo are helping by contributing to the accuracy of online translated materials. Connected devices such as phones and tablets and appropriate apps (such as SayHi and Google Translate) are beginning to transform how EAL students can benefit from using their first language skills. For example, using Google Translate a user can scan printed text with the camera on their chosen device and, as if by magic, the text will change in real time into target language. Similarly, where before the effectiveness of online translation required a user to be able to read rendered text, now a user can use the listening capability of a mobile device to register speech and read out an oral translation in a naturally synthesised accent for the target language.
This is where digital translation becomes genuinely useful. So, for ad-hoc communication, whether face-to-face or via video conferencing technologies like Skype, the conversation is mediated by the participants who can check for clarification in the moment and fall about laughing if it all goes wrong. Meaning is more important than grammatical accuracy in this context. Moreover, for more academic work users can type or talk and get instant translation which they can mediate for themselves to enhance their access to the curriculum.
Practitioners can use these technologies to communicate with students in lessons. They could translate the aim of the lesson or a key concept and also prepare resources such as bilingual keyword lists, notwithstanding the complexities of ensuring they choose the correct words. With short paragraphs, removing clauses can produce more accurate translations. Additionally, it is also possible to reverse translate to check for accuracy.
Many of these tools are free, or really low-cost, so what’s not to like? Try them and encourage your EAL learners as well. You may be surprised at the results!

Most pupils have direct experience of playing computer games, whatever their linguistic or cultural heritage. Minecraft, you may be aware, is one of the most successful games of all time. So how could you capitalise on the interest in digital gaming to engage your learners and develop approaches that can raise standards across the curriculum?
Not all computer games are created equal – to coin a phrase. Games that are specifically designed for education, such as English language learning games, may not be that successful because pupils realise that they are no more than thinly disguised tests and don’t respond positively to them.
In an educational context the best games are immersive; the player inhabits a realistically rendered 3D world influencing a narrative- rich storyline through the actions of their character/avatar. From a learning perspective, especially for EAL pupils, professionally produced computer games contain clear graphics, authentic storylines, audio narration/music and rich texts that provide a clear context and make meaning explicit. Some also provide obvious links to the curriculum such as through historical, geographical and scientific settings and scenarios.
You also need to be aware that all marketed computer games are subject to an age rating to determine their appropriateness for children and young people (Pegi). This is an important factor in determining the type of computer game that you might choose to use with your pupils.
As you read this article you may already have ideas for suitable computer games. However you might like to consider any of the following: The Myst series, Minecraft Storymode, Syberia, The Longest Journey, Tintin - Search for the Unicorn, The Room series and Amerzone.
There are numerous opportunities for developing thinking, talking and writing around computer games. For example, there is obviously merit in allowing pupils to play the game in pairs/groups as the quality of discussion will benefit EAL learners as they work alongside supportive peers. There is also tremendous potential in playing parts of the game as a whole class, projecting game play onto a large digital display. One pupil plays the game and peers suggest where to look, which objects to interact with and generally help to decide on particular courses of action at major decision points. Pupils can also debate particular courses of action. This all helps to develop more academic types of language that will improve written outcomes.
Playing a computer game from start to finish won’t be possible. But the game can be moved on by playing video game walk-throughs sourced from the internet. Featured texts within the game can be used as the basis for EAL-friendly activities; vocabulary-building games, Directed Activities Related to Texts (DARTs) and collaborative writing tasks like Dictogloss.
When playing computer games it is immediately apparent how fruitful the medium is for developing writing within different text types - for example, encouraging descriptive writing around realistic settings and well-defined characters. The format also encourages learners to produce recounts of game play sessions. Finding solutions to puzzles and making progress through the game provides opportunities for instructional and explanation-based texts. Students can discuss/argue the relative strengths and weaknesses of any particular game or perhaps the appropriateness of its age-rating from the perspective of a player or parent. Pupils could also write computer game reviews.
Why not also challenge your pupils to create persuasive videos to advertise a chosen computer game? Using professionally produced video game adverts sourced from the internet you can demonstrate persuasive techniques, such as rhetorical questions, repetition, lists of three, hyperbole etc. Next, using images and video captured from their chosen game, encourage pupils to collaborate on the production of a promotional video using iMovie’s Trailer feature. You will find this activity is especially beneficial for more advanced EAL learners as it acts as an intermediate scaffold for writing persuasively.
As you can see there are many ideas for integrating computer games into the classroom to improve the reading and writing skills of your more advanced EAL learners alongside their peers. So, what’s stopping you? You won’t be disappointed with the outcomes!
To read a research case study focussed on using immersive games to improve the writing of more advanced EAL learners visit: https://eal.britishcouncil.org/eal-sector/eal-and-immersive-games