- Great topics
- About things boys are into
- Make it interesting
- Relevant and, better still, ‘Cool’
Our goal at LFB is to grab the boys’ interest with regards to their literacy learning. We do this by creating activities on topics they enjoy.
Our founder loves telling the story about the time she was trying to complete a comprehension activity with a room full of Year 6 boys. The worksheet allocated was on the topic of ‘Past Monarchs of England’. You don’t need to be a professional educator or expert in boys’ behaviour to instantly recognise that this topic was not relevant to boys at all!
This website sets out to make comprehension (and reading) a practical and enjoyable experience for boys.
- Multimedia
- Video
- Online
- Any device, anywhere, anytime
It is one thing for a boy to be interested in a topic, it is entirely another to want to do ‘homework’ on it.
If our interesting topics are the bait, then the activities and how they are delivered are the hook.
We use multimedia; images, video and music to draw them into the program. For example, one of our most popular topics is Dirt Bikes. A typical LFB comprehension activity on Dirt Bikes will begin with the boys watching a short video clip on motorbike riders performing death-defying feats. This will grab their interest by setting the context and therefore, they are eager to read the passage and learn.
Boys are comfortable using ‘screens’- computers, tablets and phones. So why fight it? We want to work with technology and harness its power to our advantage. Recent research by The UK’s National Literacy Trust confirmed that touch-screen technology could be a vital new weapon in combating low literacy levels in key target groups: boys and disadvantaged children. The research found that twice as many boys as girls looked at or read stories on a touch screen for longer than they looked at or read printed stories (24.0% vs 12.0%). More boys than girls used a touch screen for educational activities rather than for entertainment (36.0% vs. 28.2%).
We have designed our program to be delivered on devices that boys like using. With the program being completely online, this enables boys to take the program to wherever they wish and use it whenever they want.
- Immediate feedback
- Competitive nature
- Trophy cabinet
- Gaming
Anyone with boys knows that their attention spans can be very short. In response to this, and in keeping with our philosophy of working to boys’ strengths, LFB activities have been designed to be engaging.
Of course, one of the advantages of LFB is that we allow boys to work at their own pace so the amount of time spent will vary with an individual boy. We do, however, recommend that boys spend approximately 30 minutes each week completing one or two activities.
While, this seems like a short amount time to spend on the program, our research and field testing show that this is enough time to gain real improvements. Remember this program is designed to build on their school work, not replace it.
LFB is designed to allow the boys the freedom to choose the activities and topics that appeal to them. It also provides clear instructions and a sequenced learning path that enable boys to follow themselves.
- Immediate feedback
- Competitive nature
- Trophy cabinet
- Gaming
Boys crave feedback; they want to know how well they did in an activity as well as track their own their progress. It is linked to their competitive nature.
LFB provides the boys with instant feedback about how they went with each activity. Taking a cue from the gaming industry and in keeping with the philosophy of working with boys and their interests, the concept of the trophy cabinet has been developed.
What we know is that boys really love computer games. Many such games require the achievement of certain goals in order to earn rewards, like points or access to the next level. In LFB, boys will earn medals and trophies for successfully completing their activities. There will also be a leader board where boys can compare their achievements with their friends. This is a concept that is being used more in more in education and is known as gamification.