Showing posts with label vocabulary. Show all posts
Showing posts with label vocabulary. Show all posts

Tuesday, September 13, 2011

Using Technology to Develop Vocabulary & Reading

In a recent edition of the International Reading Association journal 'The Reading Teacher', Bridget Dalton and Dana Grisham discuss the merits of electronic strategies that can be used to increase children's vocabularies. They call these strategies 'eVoc' strategies (i.e. electronic vocabulary strategies)

How important is vocabulary?

The short answer is, very! We know that in spite of the rise of the visual medium that words are still the primary basis of language, communication and learning. Literacy research studies have consistently shown the significant relationship between knowledge of vocabulary and reading and writing ability. Pearson, Hiebert & Kamil (2007) showed that there is a very high positive correlation (0.6 to 0.8) between vocabulary and reading comprehension. This confirms consistent findings that span more than 30 years (see for example Anderson, R. C., & Freebody, P., 1985).

While we know children learn much of their vocabulary through experience of spoken and written language, it also grows as a result of good instruction. There is wide support within the research literature for a varied approach to vocabulary instruction, including:
  • Language experience 
  • Encouragement of wide reading 
  • Explicit teaching of words
  • The promotion of active interest in words as a natural part of learning
Some key eVoc strategies

Dalton & Grisham in their excellent article suggest 10 strategies that relate primarily to the third and fourth approaches. I will share just 5 strategies, which I have modified for use in primary classrooms based on the examples provided.

1. Tools for displaying relationships between vocabulary and text meaning

The use of graphic organizers and visual displays has proven helpful in expanding vocabulary as well as comprehension, because they help to show the relationship between words and concepts. An example of this strategy is the creative use of 'Word Clouds'. Using the free application 'Wordle' you are able to create word arrays that display the frequency of words in any text. This can then be used to enhance discussion of the text as students speculate what the word cloud might tell you about key themes, dominant ideas, the relationship between ideas, the central purpose of the text, the meaning of the text and so on.

The Word Cloud above is one that I prepared by taking a Wikipedia description of 'Rock Lobster' and inserting it into Wordle. The display shows the dominance of key words and concepts and their relationship to one another. This display makes it pretty clear that we are not discussing crustaceans but rather the first hit song performed by the rock band the B-52s in 1978. A display like the above based on a relevant passage can be used for intensive discussion of the text, developing and reinforcing vocabulary while increasing text comprehension.

2. Using TrackStar to create a shared research 'field trip' for your class



TrackStar is a free online application similar in many ways to WebQuest. It allows the teacher to identify a topic and collect a series of relevant websites or online sources that can then be shared with the class for individual, group or class use. It also allows teachers to choose previously developed online lessons that are referred to as 'tracks'.  The example below is for a topic on Ancient Civilizations and features 4 key sites for children aged 5-9 years. The tracks can be used in varied ways. An ideal format is to use a track in association with a Smart Board for group or class work. Students can be guided through the research process (a 'field trip') and can be asked to record observations, key words or phrases, new learning and so on. The process builds vocabulary as students engage in writing, reading, discussion and shared learning,

3. Using Online Reference Tools

A variety of online reference tools can also help vocabulary and reading development. Dalton and Grisham suggest the use of several tools. One of them is the Visual Thesaurus. The Visual Thesaurus is an interactive dictionary and thesaurus that enables the teacher or child to create word maps elaborate meanings and show relationships to other words. The tool allows you to enter a single word, which is then represented as a visual display web of related vocabulary. The tool can be used to stimulate discussion in relation to a topic as part of the research process in English, social studies, science, history and so on. It can also be used as a tool for writing and reading individually or in groups.

Another example is the 'Back in School' web page of the Dictionary.com site that offers a means to find words and then represent them in varied ways as well as offering some varied strategies to reinforce their meaning. This can include hearing the word spoken, reading word definitions and meanings, creating lists of words, sharing words using social media like Facebook and Twitter, playing games and so on.

Above: 'Back in School' site from Dictionary.com

4. Using Language Translation Devices

There are a variety of language translation devices available for computer and tablet use. One of my favourite tools is the free iTranslate for iPad. But if you don't have access to an iPad there are many other online tools that allow you to input English language text and automatically translate it to a variety of other languages. These also allow the child to type in foreign words for instant translation to English. Google Translate is an obvious and easy choice that once again allows you to input language for instant translation.  Yahoo's Babelfish also offers similar functions.

What I like about the translation tools is that as children experiment and explore how text is translated into other languages, they learn how many words are borrowed from other languages, they learn more about derivations, and it offers a way to discuss the subtle changes in meaning as words move from one language into another. This word play is helpful for vocabulary learning. These tools also offer the benefit of stimulating a desire to learn other languages, which we know can have benefit for learning a first language.

5. Using Presentation Tools Like Powerpoint

Another helpful strategy is to capitalize on multimodality to reinforce learning of vocabulary, reading comprehension, writing and learning. Dalton and Proctor (2007) have shown that there are benefits to vocabulary learning if children experience the vocabulary in varied ways. For example, understanding a word by writing it, reading and developing a definition, listening to it, viewing graphic displays, creating captions for pictures, completing word maps etc. Dalton and Grisham suggest using PowerPoint to apply some of these options to the learning of vocabulary. The example opposite is a very simple template than can be used by individual students or can be built up as part of group activities. This example requires just the word, a meaning which students write (or even look up in a dictionary), and images to illustrate the word meaning. There are more complex versions that can be used including the addition of a pronunciation option. They could also have a section for synonyms, opposites, word categories and perhaps even hyperlinks to sites that elaborate on the vocabulary that has been discussed.

Once again this is an ideal group activity for use with Smart Boards. Electronic whiteboards allow you to access the Internet, use existing software and tools to manipulate text, image and sound. It is an exciting way to allow children to use multimodal strategies to acquire deeper understanding of vocabulary and reading comprehension. The video below is a good introduction to some of the ways we can use Smart Boards, including ideas for developing vocabulary and conceptual knowledge.


Summing up

While children develop vocabulary naturally as part of their language experiences there is a place for instruction. My suggestion is that such instruction should adhere to a few basic principals:
Vary the ways in which vocabulary is introduced and discussed
Try always to deal with vocabulary within authentic texts that are being used to learn content not just words
Stress meaning and use, not testing and learning isolated words
Utilize individual, group and class learning contexts but don't over-use class-based instruction
Make good use multimodal methods as much as possible

Related Posts

See my previous post on 'Advance Organizers' HERE 
'The Language Experience Approach' (LEA) HERE
'Rethinking Language & Learning' HERE
'English, the Inventive Language' HERE

Tuesday, January 5, 2010

What rappers can teach us about language

Have you ever taken the time to think about how complex the English language is and how challenging it is for the young and the non-native speaker? Spoken language is tough enough, but reading and writing English are even more tricky. I can remember 25 years ago teaching teachers about literacy and demonstrating the complexity of literacy by using the example of the word 'run' and some of the many alternative meanings - 37 different meanings in fact! Here are some of these meanings in context for the same letters and sounds:

He went for a run
I had to go into the chicken run
He scored a run [that's how we score in cricket]
She had a run in her stocking
His nose began to run
Could you run up to the shop please?
He had the run(s) [sorry, an Australian colloquialism for diarrhoea]
Run you finger under the word
Can I take the car for a run?
The engine seems to run well.

As I shared in a previous post 'English the inventive language' (here), English is also a language that is constantly changing and expanding. I suggested in the post that word "...'play' is important for children's language and literacy development... (we) ...need to encourage creativity and inventiveness... children (need to be) encouraged to experiment and have fun with language." I love playing with words with children and they love it too - inventing words, rhyming words, using words in ambiguous ways and drawing attention to the ambiguity, using words in a different context to show how meaning can vary, using crazy sounds to make invented words and so on.

We need to immerse our children in a rich environment where language is demonstrated in all its complexity, where new words are shared, and where rhyme, rhythm and word play are encouraged. Rappers may well sing about some dark subjects at times, but the way they play with words and sound can teach us some basic lessons about language. Here is a funny example that will amuse, but will hopefully still make its point.

Australian Christiaan van Vuuren contracted tuberculosis while he was in Argentina late last year. He didn't know he had the disease until he returned to Sydney and was diagnosed and then quarantined in a hospital for 23 days. He shot the video below and posted it on YouTube while he was confined. In his words:
"I aint sick in the sense of being sick,
but sick in the sense of being sick sick"





To Sum up
  • Language is constantly changing
  • English is a very adaptable language
  • Playing with language is a common and desirable thing to do with one's language
  • Language play and inventiveness is good for children's language development, creativity, thinking ability, reading and writing
  • We need to immerse our children in a language environment that is rich in spoken language, writing, reading, poetry, rhyme, music, drama, invention and creativity
Related posts

'English the inventive language' (here)
'Key Themes in Children's Literature: Humour' (here)
'20 Fun Language & Thinking Games for Travellers' (here)

Monday, December 28, 2009

20 Simple Travel Games for Children: Stimulating Language & Thinking

This post is a follow on from my last post 'Children's Holiday Activities: 30 simple ways to stimulate learning' (here), it is also pretty much a repeat of a similar post in July. This time I've just focussed on great language games that can be easily played in the car on long (or short) journeys. Many of them could also be played in a bus, or in some cases, a train. I've tried to keep the ideas simple and adaptable for use with children of varied ages. I've included a number of games that we played with our children in the car when they were young, some I used when teaching and a few new ones that I'd love to play with my grandchildren. Most of the new ones are adaptations of some activities from a great resource published by Usborne Children's books, '50 things to do on a journey' (here). This great resource has a range of written and verbal activities that cover literacy, mathematics and general knowledge. My focus in this post is on language and thinking. One thing to note about these games is that you don't have to play every one of them competitively. If you do, you might need to handicap older children.


1. Sound word categories

You start this game by agreeing on 3-5 categories (depending on the age of the children and their vocabularies) for which people will have to be able to think of words that belong to them; for example, an insect, flower, person, country, girl's name, action word. Someone chooses a letter (maybe Mum or Dad to make sure that it isn't too hard) that has to be used by everyone and is applied to each category. The fastest person to quickly name their words earns 3 points, the second gets 2 and the third 1. So for the letter 'f' and the three categories insect, country and girl's name you could say fly, France and Fiona. A parent usually acts as the timer.

2. Top 6 (or 10 if your children get to be good at it)

This activity is a variation on the previous 'Sound Word Categories'. You vary it by choosing a category and then seeing if someone can list 6-10 words that fit the category. For example, think of 10 car names, dogs, books, insects, snakes, footballers etc. The person who thinks of the most words in a category wins.

3. Rhyming words

Pick a word that is easy to rhyme with other real words. Each person takes a turn. The winner is the person who is the last one to think of a rhyming word. For example, heat, seat, meat, bleat, sleet, neat, pleat..... If the children are older they can write the words down simultaneously.

4. Don't say yes

This is a slightly harder game but lots of fun. One person has to answer questions and the others get to ask them questions to which the answer is obviously 'yes', but they must answer every question truthfully without saying 'yes'. If they do say 'yes', or can't answer, the turn ends and the person asking the question earns a point. For example, Karen is asked, "Do you like ice-cream"? To which she might answer, "Most people like milk-based products that are cold." The next person in the car asks a question, but it mustn't be simply the same question. For example, they could ask, "Do you like milk-based products in cones?" To which the reply might be, "Some I like to eat in a wafer case."

5. Spotto......

One of our family's favourite games in the car was 'Spotto windmill'. We lived in the country and often drove for 5-6 hours towards the coast. In key areas there were lots of windmills pumping water for stock. But you don't have to use windmills; you can spot billboards, bridges, trees, birds, and animals, almost anything that is common. The game can be concluded in various ways, such as the first to 30, ending it at a specific landmark or just stopping when you're tired of it or you run out of windmills (or whatever).

6. What's your job

This game starts with someone thinking of a job. Others then guess by trying to find out details about what the person does, where they work, they use tools, what skills you need etc. The skill is in asking just the right questions. Does this person work outdoors? Do they drive something? Do they use special tools? Can they work alone? etc. The aim is to see who can get it right. Every person in the car takes it in turns to ask a question and you keep rotating until someone gets it right. That person gets to pick the next job and it all starts over again.

7. Guess my song

Someone picks a song and they have to hum the first line. Everyone in the car has one guess then the person hums an extra line if no-one gets it after the first round. This continues until someone gets the song.

8. Guess the person

One person in the car thinks of a person everyone knows (e.g. a family member, TV star, book character, teacher, cartoon character, famous person), and then everyone takes turns to ask a question about them. Is it a man or a woman? Are they young or old? Does she have black hair? Does he wear glasses? Is she famous?

9. I Spy..

This is a well-known game. It can be varied for young children by simply asking for categories rather than insisting on letter names or sounds. So the variations can include: "I spy with my little eye, something beginning with" 'p' (letter name) or 'p' (sound name) or even, "that is green". The last variation is a good way to involve very young children and the categories can be very varied. "I spy with my little eye a thing that ...." is black...or, a little thing that bites... or, a person who likes coffee... or, a thing the car has to stop at etc.

10. Back to back words

People think of words that begin the way the last word ends. You will need to demonstrate this a few times and it isn't that suitable for children under 6 years. It might go like this: pot, tree, egg, goat, top, pot, turtle, elf, fog, goldfish. You can make the game harder for older children if you like by asking for the words to fit specific single categories like animals, names, places.

11. Who lives there?

This is a great game. Wait till you stop at traffic lights or you are travelling slowly enough to see a house long enough to remember some details. People take turns adding details to describe who might live there. This can be very creative or an accurate set of predictions. Each player builds (plausibly) on the previous person's clues. For example, first person says, "a mother lives there with her three children". The next person says, "the children are aged 3, 7 and 16". The next person says, "their names are, Sue, Pickle and Wobble.". The next says, "Wobble is named after his Dad (Bobble) who is on a round the world yacht trip" etc. When people run out of ideas you start again. You could vary this by choosing a car. The first person might say, "That car has a family of three children and their parents heading for the seaside".

12. Twenty questions

This starts with someone choosing an object, person, place, country etc that others have to identify. The others in the car have a chance to ask questions (maximum of 20 for each thing chosen). The questions are answered with a 'yes' or a 'no'. When someone thinks they know it they can guess. You can score this different ways (or not all). The person whose word is not guessed can score points as can the person who guesses correctly.

13. Memory game

There are many memory games, but a common one involves thinking of things that are in the car (or the boot/trunk), an imaginary backpack, suitcase, the kitchen at home, the beach where you'll visit. The people in the car add an item to a list and the next person must repeat previous details and add their own. People are eliminated when they forget an item. So it could start like this: "In the car we have a radio", to which someone says, "in the car we have a radio and a steering wheel", which could become "in the car we have a radio and a steering wheel, plus a pesky sister.....". A parent might write them down as you progress to avoid disputes.

14. Never-ending story

This game has two main forms, a single word version and a sentence version. In the word version people in the car take turns adding to a story one word at a time. It might go like this: "It", "was", "the", "first", "day", "of", "the", "monster's", "summer", "camp"....and so on. The members of the game try to make it impossible to add to the story because the last word is pretty much the last word.

The sentence version is slightly more complex but just as much fun.

15. Word association

This game is a bit trickier but can be handled by children 6+. Someone starts with a word and the next person has to add a word that has an association. Using just nouns and verbs is easiest. The game ends when a word is repeated or someone is stuck. You can have winners and losers if you want but it isn't necessary. Here's how it might go. "Dogs", "bark", "bones", "kennel", "growl", "fleas", "wag", "tail", "scratch" etc.

16. Who am I?

The first player thinks of the name of someone who everyone will know then gives a clue about their identity, for example, Big Bird, a relative, a cartoon character etc. The people in the car then take turns trying to guess who it is. If they get it then they have a turn at choosing the identity. For example, if the player chose 'Bob the Builder' they might start like this: "I fix things".

17. Oh no!

This is a great idea for 3-4 people in a car. Someone starts a story with the words "Oh no!" followed by a simple statement. They might say, "Oh no! There's a spider in my pocket." People then take it in turns to add to the story using "but" as their first word to turn a serious circumstance into a not so serious one, and vice versa. They might add, "But it is only plastic". To which someone might say, "but it has dynamite in it". This continues until the players get sick of it or until everyone agrees that an appropriate ending has been found.

18. Special choices
This game requires people to choose between two options and give their reasons. Someone has to come up with the choice. For example, "If I had to choose between snakes or caterpillars" might receive the responses" "I'd choose caterpillars because I'm a robin", or "I'd choose a snake to surprise my teacher" and so on.

19. Twenty-Five

The first person chooses a letter or sound at random. Each person then needs to write down (or say) 25 things inside or outside the car that begin with the letter. The game ends either by at the end of set time (say 3 minutes) and the points are tallied. You can score many ways, such as 1 point for every correct word or 1 for each word and 3-5 for each unique word.

20. Teapot This game starts with one player picking a verb (action/doing word). The other players in the car then have to ask questions about the verb, but they replace it with the word "teapot." For example, if the word is "swim", the first question asked might be, "Do cars teapot?" Of the course the answer is "No." Players keep asking questions until someone guesses the verb.
'50 Things to do on a journey', Usborne Activity Cards.

'Children's Holiday Activities: 30 simple ways to stimulate learning'.

'Holiday activities: 30 simple ways to stimulate learning'

'Stimulating language, literature & learning in holidays' - Part 1

'Stimulating language, literature & learning in holidays' - Part 2

Friday, July 10, 2009

20 Fun Language & Thinking Games for Travellers

This post is a follow on from my last post 'Holiday Activities: 30 simple ways to stimulate learning' (here). This time I've just focussed on great language games that can be easily played in the car on long (or short) journeys. Many of them could also be played in a bus, or in some cases, a train. I've tried to keep the ideas simple and adaptable for use with children of varied ages. I've included a number of games that we played with our children in the car when they were young, some I used when teaching and some new ones that I'd love to play with my grandchildren. Most of the new ones have been gleaned from a great resource published by Usborne Children's books, '50 things to do on a journey' (here). I've modified many of the latter to suit the needs of younger children as well. One thing to note is that you don't have to play every one of these games competitively and if you do, you might need to handicap older children.


1. Sound word categories

You start this game by agreeing on 3-5 categories (depending on the age of the children and their vocabularies) for which people will have to be able to think of words that belong to them; for example, an insect, flower, person, country, girl's name, action word. Someone chooses a letter (maybe Mum or Dad to make sure that it isn't too hard) that has to be used by everyone and is applied to each category. The fastest person to quickly name their words earns 3 points, the second gets 2 and the third 1. So for the letter 'f' and the three categories insect, country and girl's name you could say fly, France and Fiona. A parent usually acts as the timer.

2. Top 6 (or 10 if your children get to be good at it)

This activity is a variation on the previous 'Sound Word Categories'. You vary it by choosing a category and then seeing if someone can list 6-10 words that fit the category. For example, think of 10 car names, dogs, books, insects, snakes, footballers etc. The person who thinks of the most words in a category wins.

3. Rhyming words

Pick a word that is easy to rhyme with other real words. Each person takes a turn. The winner is the person who is the last one to think of a rhyming word. For example, heat, seat, meat, bleat, sleet, neat, pleat..... If the children are older they can write the words down simultaneously.

4. Don't say yes

This is a slightly harder game but lots of fun. One person has to answer questions and the others get to ask them questions to which the answer is obviously 'yes', but they must answer every question truthfully without saying 'yes'. If they do say 'yes', or can't answer, the turn ends and the person asking the question earns a point. For example, Karen is asked, "Do you like ice-cream"? To which she might answer, "Most people like milk-based products that are cold." The next person in the car asks a question, but it mustn't be simply the same question. For example, they could ask, "Do you like milk-based products in cones?" To which the reply might be, "Some I like to eat in a wafer case."

5. Spotto......

One of our family's favourite games in the car was 'Spotto windmill'. We lived in the country and often drove for 5-6 hours towards the coast. In key areas there were lots of windmills pumping water for stock. But you don't have to use windmills; you can spot billboards, bridges, trees, birds, and animals, almost anything that is common. The game can be concluded in various ways, such as the first to 30, ending it at a specific landmark or just stopping when you're tired of it or you run out of windmills (or whatever).

6. What's your job

This game starts with someone thinking of a job. Others then guess by trying to find out details about what the person does, where they work, they use tools, what skills you need etc. The skill is in asking just the right questions. Does this person work outdoors? Do they drive something? Do they use special tools? Can they work alone? etc. The aim is to see who can get it right. Every person in the car takes it in turns to ask a question and you keep rotating until someone gets it right. That person gets to pick the next job and it all starts over again.

7. Guess my song

Someone picks a song and they have to hum the first line. Everyone in the car has one guess then the person hums an extra line if no-one gets it after the first round. This continues until someone gets the song.

8. Guess the person

One person in the car thinks of a person everyone knows (e.g. a family member, TV star, book character, teacher, cartoon character, famous person), and then everyone takes turns to ask a question about them. Is it a man or a woman? Are they young or old? Does she have black hair? Does he wear glasses? Is she famous?

9. I Spy..

This is a well-known game. It can be varied for young children by simply asking for categories rather than insisting on letter names or sounds. So the variations can include: "I spy with my little eye, something beginning with" 'p' (letter name) or 'p' (sound name) or even, "that is green". The last variation is a good way to involve very young children and the categories can be very varied. "I spy with my little eye a thing that ...." is black...or, a little thing that bites... or, a person who likes coffee... or, a thing the car has to stop at etc.

10. Back to back words

People think of words that begin the way the last word ends. You will need to demonstrate this a few times and it isn't that suitable for children under 6 years. It might go like this: pot, tree, egg, goat, top, pot, turtle, elf, fog, goldfish. You can make the game harder for older children if you like by asking for the words to fit specific single categories like animals, names, places.

11. Who lives there?

This is a great game. Wait till you stop at traffic lights or you are travelling slowly enough to see a house long enough to remember some details. People take turns adding details to describe who might live there. This can be very creative or an accurate set of predictions. Each player builds (plausibly) on the previous person's clues. For example, first person says, "a mother lives there with her three children". The next person says, "the children are aged 3, 7 and 16". The next person says, "their names are, Sue, Pickle and Wobble.". The next says, "Wobble is named after his Dad (Bobble) who is on a round the world yacht trip" etc. When people run out of ideas you start again. You could vary this by choosing a car. The first person might say, "That car has a family of three children and their parents heading for the seaside".

12. Twenty questions

This starts with someone choosing an object, person, place, country etc that others have to identify. The others in the car have a chance to ask questions (maximum of 20 for each thing chosen). The questions are answered with a 'yes' or a 'no'. When someone thinks they know it they can guess. You can score this different ways (or not all). The person whose word is not guessed can score points as can the person who guesses correctly.

13. Memory game

There are many memory games, but a common one involves thinking of things that are in the car (or the boot/trunk), an imaginary backpack, suitcase, the kitchen at home, the beach where you'll visit. The people in the car add an item to a list and the next person must repeat previous details and add their own. People are eliminated when they forget an item. So it could start like this: "In the car we have a radio", to which someone says, "in the car we have a radio and a steering wheel", which could become "in the car we have a radio and a steering wheel, plus a pesky sister.....". A parent might write them down as you progress to avoid disputes.

14. Never-ending story

This game has two main forms, a single word version and a sentence version. In the word version people in the car take turns adding to a story one word at a time. It might go like this: "It", "was", "the", "first", "day", "of", "the", "monster's", "summer", "camp"....and so on. The members of the game try to make it impossible to add to the story because the last word is pretty much the last word.

The sentence version is slightly more complex but just as much fun.

15. Word association

This game is a bit trickier but can be handled by children 6+. Someone starts with a word and the next person has to add a word that has an association. Using just nouns and verbs is easiest. The game ends when a word is repeated or someone is stuck. You can have winners and losers if you want but it isn't necessary. Here's how it might go. "Dogs", "bark", "bones", "kennel", "growl", "fleas", "wag", "tail", "scratch" etc.

16. Who am I?

The first player thinks of the name of someone who everyone will know then gives a clue about their identity, for example, Big Bird, a relative, a cartoon character etc. The people in the car then take turns trying to guess who it is. If they get it then they have a turn at choosing the identity. For example, if the player chose 'Bob the Builder' they might start like this: "I fix things".

17. Oh no!

This is a great idea for 3-4 people in a car. Someone starts a story with the words "Oh no!" followed by a simple statement. They might say, "Oh no! There's a spider in my pocket." People then take it in turns to add to the story using "but" as their first word to turn a serious circumstance into a not so serious one, and vice versa. They might add, "But it is only plastic". To which someone might say, "but it has dynamite in it". This continues until the players get sick of it or until everyone agrees that an appropriate ending has been found.

18. Special choices
This game requires people to choose between two options and give their reasons. Someone has to come up with the choice. For example, "If I had to choose between snakes or caterpillars" might receive the responses" "I'd choose caterpillars because I'm a robin", or "I'd choose a snake to surprise my teacher" and so on.

19. Twenty-Five

The first person chooses a letter or sound at random. Each person then needs to write down (or say) 25 things inside or outside the car that begin with the letter. The game ends either by at the end of set time (say 3 minutes) and the points are tallied. You can score many ways, such as 1 point for every correct word or 1 for each word and 3-5 for each unique word.

20. Teapot This game starts with one player picking a verb (action/doing word). The other players in the car then have to ask questions about the verb, but they replace it with the word "teapot." For example, if the word is "swim", the first question asked might be, "Do cars teapot?" Of the course the answer is "No." Players keep asking questions until someone guesses the verb.
'50 Things to do on a journey', Usborne Activity Cards.

'Holiday activities: 30 simple ways to stimulate learning'

'Stimulating language, literature & learning in holidays' - Part 1

'Stimulating language, literature & learning in holidays' - Part 2

Thursday, June 18, 2009

English, the inventive language


The millionth English word?


In a recent CNN news report John D. Suttor reports (here) that according to Global Language Monitor 'Web 2.0' was declared the millionth English language word on Wednesday 10 June. Global Language Monitor is a web site that uses a mathematics formula to estimate how often words are created. If we could be sure that this was the millionth word (which we can't) it would perhaps be fitting given the proliferation of new words in the last 10-20 years generated by the establishment of the Internet.

The 'Million Word March' has not been well received by linguists who see the notion that you can track the creation of words mathematically as nonsense. Language is always changing. But the man behind the counter Paul J.J. Payack argues that what is more important than just counting words is the idea that the idea that English is a complex global language and unlike some other languages (e.g. he cites French) is less concerned about ring fencing their vocabularies. Australians love inventing words. In fact one of my favourite radio presenters (Richard Glover) invented a program segment on ABC radio that is devoted to listeners inventing a new word each week to fit a specific definition. For example, the new word listeners created for that sense of joy and elation when you find a parking space right outside where you need to go, was named "autopia". He has even published his 'Dag's dictionary' (here) and the adult version led to a kid's version with such classic new words as 'Dinobore' - a word for the kid who can't talk about anything other than dinosaurs (kids version here). NOTE: a 'dag' can mean dried dung on a sheep's rear end. But in this instance it means 'an amusing person', so to be called 'a real dag' would be seen as a nice comment not an offensive one.

English the changing language

There is no doubt that English is a constantly changing language, but so are other languages. In fact, different languages borrow from one another. English has partly succeeded in becoming such an international language because it has incorporated so many words from other languages (e.g. Latin, French and German). Its users have also been good at adapting, combining and cannibalising words.

But English has changed not just in terms of vocabulary. Even the way we spell words has changed over time. Many like to cite William Shakespeare's multiple spellings of his own name as an example of the variability of spelling by individual language users, let alone across generations of writers.

Even the way we pronounce known words changes over time. It has been interesting to note Australian news readers in the last year suddenly observing the 'n' in columnist after treating it like a silent letter for generations.

Finally, what is seen as acceptable grammar may change over time. A relatively recent change has been the demise in concerns over split infinitives. Many people have also given up the practice of trying not to end a sentence with a preposition. Many will be aware of Churchill's famous statement - "This is the sort of nonsense up with which I will not put" - which some assume he used to make fun of those who try to avoid putting a preposition at the end of a sentence. Others think he was serious. The point is that we can take rules too far and that even grammar changes.

There is of course always a need to vary language according to purpose and audience, some of which demand (and deserve) standard English conventions. But language use varies across language registers. A 'register' is a variety of language used for a particular purpose or in a particular social setting (see Halliday and Hasan's classic work on 'Cohesion in English'). If you are giving your first address to the local Toastmasters' Club, the language will be different to that which you use with the under 16 baseball team that you coach after school. Similarly, in written language the specific written genre (i.e. a text structure that reflects a specific purpose and audience) required will change the way you use language.

While there is a need for conventional spelling, pronunciation, grammar and vocabulary and conformity to language registers and genres to enable effective communication, language is adaptable and is always changing. This should be seen as a natural part of any language not a weakness.

Being inventive with language

Building on what has been said above, I want to argue that language 'play' is important for children's language and literacy development. One of the most important things about early language and literacy development is the need to encourage creativity and inventiveness. No, I'm not talking about encouraging invented spelling and sloppy word pronunciation (although there is a place to allow the young writer to feel free to use approximate spellings when doing free writing); I'm talking about children being encouraged to experiment and have fun with language.

Word play and creative use of words and sound is one of the great joys of language use and something that children should experience. In fact, as I have mentioned in previous posts, language play is vital for the development of creative children (here) and effective writers (here). When I played with my children, and now as I still play with my grandchildren, language play and inventiveness is a constant source of amusement, challenge and stimulation. Children love the inventive language of rhymes and chants. One of the reasons they like nursery rhymes is because of their play with words:
Fe fi, fo fum, I smell the blood of an Englishman...
Incy wincy spider climbed up the waterspout..
Hickory, dickory, dock...
Chants are a special type of rhyming fun that have been around for centuries and that are still heard in any playground. June Factor has published a number of volumes of well known Australian chants and rhymes, including 'All right vegemite!" (more details here). Who could forget:
Jelly on the plate, jelly on the plate
Wiggle woggle, wiggle woggle
Jelly on the plate.....
Children also like to invent new words or play with known words. I can't play with my grandchildren without us inventing new names for toy animals, cars, dolls, stuffed animals, insects. We create imaginary monsters like Schlickleback and Wontilbong and assign names to cars that match their colour, shape and 'personality', or use alliteration to help us (me!) remember them. Willy is a white car, Billy is a blue one and Greg is a green one.

But we also combine words to invent our own new 'English' words. My grandchildren all know what a 'Huggle' is (it's a combination of a cuddle and a hug), and I grew up knowing that to be 'splificated' by my maths teacher was not good. Who knows when and how this 18th century nonsense word became a mainstream transitive verb, but I suspect it's origin was as part of word play.

Some very young children even use a type of gibberish language which at times is little more than random sounds that are an approximation to language rather than a real language that communicates. But it is still motivated by language play and exploration. Sometimes this seemingly unintelligible language is used in more sophisticated forms by older children as they transform known rhymes and songs with invented words. For example, 'Twinkle, twinkle little star, how I wonder what you are' might become:
Blinkle, blonkle wickle tar, Billy sat on Sally's galah
Children's love of nonense, repetition, and inventiveness with words is something that many children's writers use to great effect. The master of course is Dr Seuss and when this natural love of language play meets written language in like form you ofen find a level of reading engagement that surprises you (here). Children will seek out joke books (for example), rhymes, chants and read almost any book that does outrageous and inventive things with words. I've written a previous post on the use of humour in literature (here).

Summing up
  • Language is constantly changing
  • English is a very adaptable language
  • Playing with language is a common and desirable thing to do with one's language
  • Language play and inventiveness is good for children's language development, creativity, thinking ability, reading and writing.