SPELLINGUAL: A Gamified Approach to Enhance Multilingual
Spelling Skills
Caitlin R. Parrott and Elham Ebrahimi
a
Computer Science Department, University of North Carolina University, Wilmington, NC, U.S.A.
Keywords:
Multilingual Spelling Skill Training, Educational Games.
Abstract:
This project introduces Spellingual, an educational application aimed at enhancing the spelling abilities of
second-grade multilingual children who are verbally fluent in Farsi. This web-based application acts as a
platform for fostering foreign language learning, focusing on spelling proficiency as a fundamental aspect
of language acquisition. Spellingual seeks to encourage these skills through a gamified and multimedia-rich
environment. With its highly adaptable nature, the application is designed to aid multilingual children of vary-
ing proficiency levels while allowing them to work at their own pace. Central to Spellingual is its emphasis
on accessibility and visual appeal, improving motivation and fostering a desire to learn. By incorporating
feedback mechanisms, level progression, point accumulation, and a hint system, the application ensures sus-
tained engagement and helpful tools for learners through positive reinforcement. This approach is informed
by comprehensive research demonstrating the effectiveness of game-based learning strategies in keeping chil-
dren interested and motivated over time. Additional research supporting this project includes the benefits of
multilingualism in children and the lack of accessible tools to assist with spelling proficiency in a non-native
language.
1 INTRODUCTION
Multilingualism is increasingly recognized for its
cognitive and social advantages, especially when it
is incorporated into early education. By providing
a means to become proficient in a foreign language,
children are presented with a strong foundation for
success throughout their lives. In the age of digital
education, applications focusing on foreign language
acquisition are more prevalent than ever. However,
the focus of these applications is predominantly on
general language skills like pronunciation, sentence
formation, and vocabulary - often overlooking for-
eign language spelling skills like forming words and
letter recognition. Existing applications that do ad-
dress spelling are either inaccessible or not specif-
ically designed for elementary children, particularly
those who are multilingual.
This project intends to address these issues with
the introduction of a web-based educational appli-
cation designed specifically for 7-10 year-old mul-
tilingual children who are verbally fluent in Farsi.
Spellingual incorporates gamification elements and
multimedia content to enhance Farsi spelling skills
a
https://orcid.org/0000-0001-9431-557X
through an effective and engaging learning process.
The application is designed to be inclusive, catering to
varying levels of spelling proficiency and familiariza-
tion with the Farsi writing system. It aims to improve
motivation and sustained engagement through inter-
active elements, feedback mechanisms, and a hint
system tailored to early elementary needs. This ap-
proach is intended to provide a positive learning en-
vironment that continuously encourages interaction
with the application, thus reinforcing spelling profi-
ciency in Farsi.
The development of Spellingual is supported by
an extensive review of recent research on multi-
lingualism, foreign language education, vocabulary
learning applications, mobile-assisted language learn-
ing (MALL), and gamification in education. This re-
view ensures relevance and efficacy in the current e-
learning environment. These applications have sur-
passed traditional classroom instruction and conven-
tional textbooks in recent years, using technology to
engage learners in innovative ways. Gamification, or
the incorporation of game design elements into non-
game contexts, has become a powerful factor in ap-
plications for the development of foreign language
spelling skills. It does this by providing a sense of
628
Parrott, C. R. and Ebrahimi, E.
SPELLINGUAL: A Gamified Approach to Enhance Multilingual Spelling Skills.
DOI: 10.5220/0013500900003932
Paper published under CC license (CC BY-NC-ND 4.0)
In Proceedings of the 17th International Conference on Computer Supported Education (CSEDU 2025) - Volume 1, pages 628-635
ISBN: 978-989-758-746-7; ISSN: 2184-5026
Proceedings Copyright © 2025 by SCITEPRESS – Science and Technology Publications, Lda.
“achievement and progression” that fulfills the psy-
chological needs of competence, autonomy, and relat-
edness (Bitri
´
an et al., 2021). Gamification elements
like rewards, interactivity, feedback mechanisms, and
progressive levels also play a pivotal role in sustaining
learners’ engagement and commitment to the learning
process (Wang et al., 2021). The potential of gami-
fication in foreign language learning, particularly in
the development of spelling skills among young mul-
tilingual children, holds great promise and has proven
effective in application. Gamified education applica-
tions on mobile devices leverage the prevalence of
technology to offer a flexible and accessible means
of learning, free from constraints related to time and
location (Mortazavi et al., 2021).
2 LITERATURE REVIEW
In contemporary education and training, educational
applications have emerged as indispensable tools.
They remove geographical limitations, render educa-
tion accessible to a global audience, and promote in-
clusivity by accommodating diverse learning styles.
Their adaptability and convenience empower learners
to engage with content at their own pace and on their
schedules, catering to the varied demands of learn-
ers with diverse lifestyles. An intriguing aspect of
educational applications is their capacity to incorpo-
rate gamification elements, which enhance engage-
ment and aid in information retention, as corroborated
by research in this field. Multilingualism or bilingual-
ism in children has proven to provide significant im-
provements in cognitive and social-emotional skills as
well as vocabulary and writing studies compared to
monolinguisitic children (Pransiska, 2016).
Some studies found that linguistic skills translate
best between languages that “used similar writing sys-
tems” (Barac and Bialystok, 2011). This brings to
question how to provide additional support to multi-
lingual children who switch between different forms
of writing to continually provide the same benefits.
One such study on Hangul and English writing sys-
tems found that young children gradually improve
their writing system letter identification by “high-
lighting their knowledge of the similarities and differ-
ences between writing systems” (Nam, 2018). This
evidence further supports the case to expose children
to foreign language writing systems in early elemen-
tary, providing additional opportunities to improve
social and cognitive skills by taking advantage of their
adaptability during this age.
Foreign Language Learning (FLL) in early edu-
cation skills require a “clear, interesting, and well-
placed learning environment” with personal invest-
ment and engaging learning activities (Oga-Baldwin
et al., 2017). Modern models of learning a for-
eign language rely on applications to assist learners
in “developing their reading, listening, writing, and
speaking skills as well as providing them with new
vocabulary and grammar structures” (Casa
˜
n-Pitarch,
2018). This is possible due to the relationship be-
tween learner motivation and emotion, which can de-
termine the success of FLL and the interpersonal mo-
tivation factors that engage learners with a foreign
language: cooperation, competence, and recognition
(Casa
˜
n-Pitarch, 2018). If these requirements are sat-
isfied, then the success of FLL significantly improves.
It is important to note that proficiency levels were
found in early-start programs regardless of age but
have been cited to begin as early as age six (Baumert
et al., 2020).
Vocabulary Learning Applications. The integration
of multimedia technology in vocabulary learning ap-
plications has consistently demonstrated its effective-
ness, particularly among young learners. Research in
this area consistently highlights the positive impact of
these applications on reading and writing skill acqui-
sition in foreign languages, achieved through inter-
active exercises and multimedia-rich content. Users
benefit from their high accessibility, contextualiza-
tion features, and the incorporation of multimedia el-
ements such as visuals and interactive components
(Wang et al., 2021). Vocabulary learning applica-
tions enriched with multimedia have shown promise
in enhancing vocabulary comprehension and memo-
rization (Mortazavi et al., 2021). The inclusion of vi-
suals, audio pronunciations, and interactive exercises
offers a multi-sensory learning experience that is par-
ticularly advantageous for young learners (Panfilova
et al., 2022). These applications facilitate improve-
ment in reading and writing skills by providing an en-
gaging and enjoyable learning process, especially for
children (Elaish et al., 2019; Polakova and Klimova,
2022).
Research findings indicate that students hold a
strong appreciation for vocabulary learning applica-
tions. In a study involving a substantial number of
English as a foreign language (EFL) students, a no-
table 86% of participants recognized mobile applica-
tions as highly effective tools for vocabulary acquisi-
tion (Wang et al., 2021). It is important to note that the
standard assessment measure of success is academic
achievement, but additional measures include behav-
ioral and cognitive engagement. Based on the results
of these measures, they were reliant on individual dif-
ferences, meaningful gamification, and diversified el-
ement selection (Luo, 2023).
SPELLINGUAL: A Gamified Approach to Enhance Multilingual Spelling Skills
629
Gamification in Education. Within the realm of
gamification, several elements come into play to
enrich the educational experience. One of these
elements involves implementing a points system,
whereby learners accumulate points as they advance
through tasks or modules. These points often cor-
relate with rewards like badges, certificates, or vir-
tual items, capitalizing on individuals’ innate de-
sire for recognition and accomplishment (Sandberg
et al., 2014). Additionally, progress tracking ele-
ments, such as progress bars or indicators, visually
represent learners’ advancement, evoking a sense of
achievement and motivating them to persevere dur-
ing the educational process (Zeybek and Saygı, 2024).
Dividing the learning material into challenges or lev-
els offers a structured approach to the educational
process. Each new challenge presents an opportu-
nity to apply knowledge and attain mastery, further
enhancing motivation. Lastly, interactivity and im-
mediate feedback are indispensable gamification ele-
ments. Learners are prompted to actively engage with
the content through puzzles, quizzes, or simulations
and receive real-time feedback on their actions, pro-
moting critical thinking and the adjustment of learn-
ing strategies (Zainuddin et al., 2020).
Multimedia Elements. Multimedia integration
within vocabulary learning applications stands as
a cornerstone in augmenting language acquisition.
These applications ingeniously blend visual and in-
teractive elements to create a comprehensive and en-
gaging learning experience. Visual elements are in-
strumental in fortifying vocabulary acquisition. The
inclusion of images within gamified vocabulary ap-
plications enables learners to associate words with vi-
sual representations. By intertwining language with
tangible images, these applications facilitate not only
heightened comprehension but also extended reten-
tion (Mortazavi et al., 2021). Blending textual in-
formation with images that illustrate the meaning of
words converts abstract vocabulary into tangible con-
cepts, facilitating the learners’ understanding of the
language.
Integrating gamification elements with multime-
dia enhances the educational experience, adding an
extra layer of engagement and effectiveness while
also catering to diverse learning styles and prefer-
ences. This combination improves learner motivation
and accommodates individual approaches to learn-
ing. Multimedia components, encompassing visu-
als like images and info-graphics, not only enhance
comprehension but also render learning visually cap-
tivating. Interactive simulations create a risk-free en-
vironment for learners to experiment with complex
concepts, thereby facilitating a deeper grasp of the
subject matter. 15 existing applications that share a
common emphasis on vocabulary learning were in-
vestigated. Among them, numerous gamified ele-
ments such as Characters, Challenges/Levels, Inter-
activity/Feedback, Rewards, and Time Limits are cur-
rently incorporated, all of which have documented
successful outcomes (Wang et al., 2021).
Several forms of multimedia are used to enhance
the learning process among the 15 existing applica-
tions investigated (Wang et al., 2021): Video (3/15),
Audio (14/15), Image (5/15), and Text (15/15). These
applications facilitate improvement in challenges that
not only encourage but require the practical applica-
tion of freshly acquired vocabulary, providing learn-
ers with immediate feedback that reinforces their
comprehension (Wang et al., 2021). Consequently,
what was once passive vocabulary acquisition pro-
cesses have become dynamic learning experiences.
These gamification elements, such as rewards, points,
and level progression, serve as motivators that drive
learners to actively participate with the application
(Chen et al., 2019).
3 METHODOLOGY
The methodology section of this project summarizes
the strategic approach by describing the requirements
and limitations identification and iterative prototype.
It also includes the pilot data collection methods and
analytical techniques for evaluating the application’s
impact on spelling skills.
Gamification Elements. Gamification components
were integrated to motivate and engage the target au-
dience through the use of a level progression sys-
tem, points, streak bonuses, and feedback mecha-
nisms. Amidst the numerous gamification elements
made available to incorporate into educational appli-
cations, Spellingual leverages a select few based on
their previous success. Figure 1 displays the gam-
ification elements incorporated into the application.
These elements were determined based on the litera-
ture review and their success. Interactivity and feed-
back encompass the vast majority of Spellingual as a
means to guide how they interact with the application.
This involves sounds to signify confirmation of inter-
action, the outcome of a result, or confirmation of a
task. For example, when a user clicks the button to
‘guess’ their attempt to complete a level (1) they hear
a click sound to confirm they clicked the button; (2)
a celebratory sound or warning sound signifies the re-
sult of their guess; (3) they are asked what task they
would like to do next depending on the result.
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Additional elements like Levels, Points, Progres-
sion View, and Unlockable Content are combined to
create a player pace and to prevent overwhelming the
player. The player will see their Points before and
during their attempts to complete Levels and earn
Points by completing Levels. The Points can be used
to purchase Hints as Unlockable Content to provide
additional material to progress. The Progression View
is made available in the form of Level Select, allow-
ing the player to see how many levels they have com-
pleted, where they are now, and how many levels re-
main ahead.
3.0.1 Limitations
Spellingual is designed with a specific audience and
purpose in mind, which introduces certain limitations.
These were directly affected by the project’s scope,
time frame, and objectives. These limitations allowed
for informed decision-making with a priority focused
on the application’s key aspects in functionality and
user experience.
Multimedia Inclusion. The application has limited
multimedia features. User interface sounds as feed-
back mechanisms and audible pronunciation of words
were incorporated, but additional audio elements or
the word pictures were not included.
Age Range. The application is designed exclusively
for children in early elementary school. It does not
cater to the more advanced needs of an older audi-
ence.
Content Depth. Spellingual is intended to provide
a basic vocabulary learning platform focusing on a
specified target audience with the intention of improv-
ing spelling skills. It is intended as a supplementary
resource for a more complex language learning envi-
ronment.
The prototype for Spellingual served as the ini-
tial version of the application with a focus on core
functionalities and the user experience. It provided a
clear representation of the application’s intended us-
age and user engagement. The functionalities are cen-
tered around spelling challenges introduced as levels.
These levels provide a word in English and the letters
to spell the word in Farsi. To complete the challenge,
the user spells the word by tapping or clicking each
letter to place it or remove it from the spaces repre-
senting the completed Farsi spelling of the word. The
user is tasked to spell the word correctly using the
tools provided within the interface (See Figure 3).
”Spellingual” integrates a touch-based interaction
mechanism, allowing users to intuitively spell words
by tapping or clicking on letters. This method, which
enables the addition and removal of letters seam-
lessly, significantly reduces cognitive and physical ef-
fort, thereby minimizing frustration and enhancing
the learning experience. This approach is particularly
beneficial for the application’s target demographic,
offering an engaging, efficient, and user-friendly in-
terface (Holz and Meurers, 2021).
The hypotheses serve as the foundation for this re-
search by posing key questions about the expected im-
pact of project elements, including gamification and
multimedia integration. The expected outcomes pro-
vide a glimpse into the results and benefits that the
application delivers to its target audience.
The following hypotheses form the basis for eval-
uating the project’s success and its impact on the in-
tended audience.
H1: Regular user feedback sessions, along with
iterative development, will lead to continuous im-
provements in the application’s usability and ef-
fectiveness.
H2: The application will demonstrate its effec-
tiveness in improving foreign language spelling
skills among young, multilingual children ver-
bally fluent in Farsi during the pilot testing and
feedback phases.
4 PILOT STUDY
This section describes the project phases from incep-
tion to its completion while highlighting key develop-
ment milestones, iterative improvements, and signifi-
cant adjustments required due to an evolving scope.
This section also covers the testing methodologies
employed, the analysis of results, and a reflective
summary of the entire experiment.
Functionality Testing. Gathering comprehensive
feedback from users was accomplished through ob-
served user testing as the primary data collection
method. Observations centered around hands-on in-
teraction with Spellingual were conducted with con-
senting participants. Initial user testing was per-
formed through adult participants who participated
in feedback and reported any issues encountered.
Throughout early testing, changes were made based
on this feedback to improve the application before
testing with the target demographic. The intention of
early testing was to determine if the gamification ele-
ments included in the application improved the acqui-
sition of spelling skills through observed interaction.
Additionally, the hands-on interaction during
early testing was observed to determine improved per-
formance and motivation through the progression of
the application. These sessions allowed for the moni-
toring of user behavior and engagement levels and to
SPELLINGUAL: A Gamified Approach to Enhance Multilingual Spelling Skills
631
Figure 1: Gamification Elements Incorporated into Application.
determine challenges encountered during use. Real-
time feedback was also encouraged during interactive
simulations within Spellingual, along with directed
tasks where necessary. Participants were given the op-
portunity to provide immediate impressions and sug-
gestions, helping to capture thoughts and insights as
they engaged with the content.
Early design decisions included a user-friendly
design with multimedia elements for engagement
with a focus on early childhood development. Col-
ors suitable for grabbing and keeping the attention of
a young audience were used, along with easy-to-read
text. No icons were used in place of text for any user-
interface elements to promote clarity for young users,
and contrast was considered in all aspects of the ap-
plication. Additionally, audio was identified as a re-
quirement to provide helpful feedback and alert users
of interactions and results.
The initial version of the prototype design, as
development commenced, is depicted in the figures
below. Figure 2.a displays the early design of the
Level Select screen, where levels are distinguished by
color according to the word category, with the num-
ber of levels varying by availability, complexity, and
term. Figure 2.b presents the preliminary design for
the Level screen itself, highlighting the word in En-
glish, the letters for spelling the word in Farsi, and
the player’s input. These elements are interactive and
change in response to the player’s actions. Figure 2.c
illustrates the original feedback modal, designed to
inform the player about the outcome of the Level.
Figure 2.d displays the Level Select screen as of
Version 1 after applying simple styling using Boot-
strap Version 5 and custom styling. On this screen,
the user can view their accumulated points and ongo-
ing streaks, with streaks awarded for consecutive lev-
els completed correctly on the first try. Figure 2.e dis-
plays the Level screen as of Version 1, where selecting
a letter populates a blank space below the word in En-
glish to spell the word in Farsi. Letters are populated
into the spaces from right to left as they are spelled in
Farsi.
Figure 2.f displays the Level Modal screen for
Version 1, detailing user performance on level at-
tempts. At this development phase, audio for clicks
was included, while correct and incorrect guesses
were not due to challenges in selecting suitable
sounds and integrating them effectively. Importantly,
this version omitted background music, a decision
driven by the complexity of integrating non-intrusive
yet helpful audio feedback and hints, avoiding any
potential conflict or distraction from essential audio
cues. The design changes from the prototype to Ver-
sion 1 focus on improving usability and accessibility.
Background music was removed to highlight feed-
back audio, letter and font sizes were adjusted for
clarity, and navigation was simplified with a back but-
ton near the check button. Level Modals were refined
for functionality, and levels are now organized by in-
creasing difficulty.
Version 2 of the project, introduced substantial en-
hancements to both the application’s core architec-
ture and its user interface. Through regular feedback
sessions on usability and desired features, significant
modifications were integrated. The design changes
from Version 1 to Version 2 are a Landing screen for
username input, a Level screen with points and a fu-
ture hint purchase feature, and reset options for both
individual levels and overall progress. Additionally,
a “View Alphabet” button helps users review Persian
letters, and a logo in the Menu provides quick naviga-
tion back to the Landing screen.
Many minor changes were made through early
user testing, improving the functionality of the Ver-
sion 3 live prototype of Spellingual. The enhance-
ments introduced during this period included the im-
plementation of three distinct types of hints, the reor-
ganization of how levels were categorized, and signif-
icant upgrades to the word dictionary. Following the
integration of all essential functionalities, Spellingual
underwent further refinement. This refinement pro-
cess included the improvement of on-screen text clar-
ity, the provision of complimentary hints for the ini-
tial levels to assist young learners, and the offering of
additional points for the completion of levels already
cleared by users.
One of the standout achievements of this develop-
ment phase was the introduction of the Hint system,
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Figure 2: Screenshots of the application prototypes.
Figure 3: Screenshots of the final version of the application.
which has proven to be a major support mechanism,
making Spellingual more suitable for its intended de-
mographic. The provided hints comprise word def-
initions, which address the potential for words to
have multiple meanings in English but specific ones
in Farsi; audio pronunciations to assist users in con-
firming the Farsi word; and letter sounds, designed to
aid in phonetic spelling by demonstrating the English
pronunciation of each Farsi letter. Collectively, these
hints offer substantial benefits to the user, working
in tandem to ensure that players are well-equipped to
progress through each level given sufficient time. Fig-
ure 3 illustrates the application’s development during
the final iterations and refinement.
Figure 3.a displays the Level Select screen for
Version 3, highlighting updated levels, the modified
‘View Alphabet’ button, levels’ new arrangement, and
the visual update for completed levels, which now
feature a gold color to signal progress and indicate
where users left off. Levels are organized to introduce
users to smaller word sets with initially free hints.
As progress is made, hints gradually become pur-
chasable with points, encouraging strategic use and
learning. Figure 3.b displays the Level screen for Ver-
sion 3, demonstrating the use of all three hints. The
word’s definition appears below the English spelling
for clear viewing, while the pronunciation of each let-
ter is shown under the corresponding Farsi character
in the blocks provided. Additionally, a clickable au-
dio icon next to the hint button enables users to listen
to the word’s pronunciation as often as necessary, fa-
cilitating understanding of the word’s meaning and its
phonetic breakdown.
Figure 3.c displays the Hint Modal screen for Ver-
sion 3, accessible via each level during gameplay.
This screen allows users to buy one of three hints,
each priced differently. After selecting and confirm-
ing their purchase, users are taken back to the level
screen where the newly acquired hint is ready for use.
Purchased hints stay accessible for the corresponding
level without expiration unless the user opts to reset
their progress via the Menu.
4.1 Pilot Testing
The testing involved direct user interaction with the
application and included collecting behavioral obser-
vations and participant feedback. Preparatory steps
included assessing participants’ current proficiency in
English and Farsi spelling, accompanied by an in-
troductory session on the Farsi alphabet. The test-
ing sessions were designed to simulate a natural us-
age environment: children, guided by a native Farsi-
speaking parent, interacted freely with the applica-
tion. Each participant was allocated approximately
one hour to explore the application, with no restric-
tions on how they navigated through its levels. Par-
ticipants were recruited via a series of IRB-approved
social media campaigns and through professional net-
works. The testing sessions consisted of children re-
siding within the United States who will be observed
and provided feedback in-person or remotely via on-
line video-sharing platforms. We were able to collect
data from three young participants due to the small
SPELLINGUAL: A Gamified Approach to Enhance Multilingual Spelling Skills
633
group of participants who met the requirements of the
study (age between 7-10 and fluent in both Farsi and
English with being able to read and write in English).
However, we tested the functionality of the applica-
tion with 15 adult participants.
Observational strategies focused on utilizing the
features within Spellingual to monitor improvements
and behaviors, assessing engagement, motivation, and
comfort levels of the participants. Behavior was ob-
served closely and verbal feedback from the parent.
Direct Metrics. Metrics such as in-game scores in
the case of one participant provided quantitative data
on the application’s impact. Future testing should
involve resetting progress and progressing through
the game a second time to determine the immediate
recognition of letters and words based on the first
playthrough. However, quantitative data was gathered
through direct observation and parental insights based
on the known behavior of the participant.
Quantitative metrics included the frequency and
helpfulness of hints, parental reporting of the partic-
ipant’s familiarity with the Farsi alphabet pre- and
post-playthrough, and the speed at which the partic-
ipant recognized Farsi letters or words. Additionally,
memory recall of letters was determined based on ob-
servation, establishing how frequently the participant
would exhibit concentration, hesitation, or confidence
levels. Though direct values for hint utilization were
not gathered, immediate recognition of frequency was
seen through the incentive provided by the point sys-
tem and the participant’s reluctance to utilize them to
buy hints over time. This is due to the participant’s
preference to collect points to gain a higher score over
using them to obtain hints.
4.2 Observation Results
Feedback from three participants highlighted the ap-
plication’s success in engaging children while facili-
tating their language learning. Participants squarely
within the intended age range demonstrated high en-
thusiasm and notable improvements in letter recog-
nition, suggesting that the game’s design effectively
captures and maintains the interest of young learn-
ers. Participant’s increased interest in learning more
Farsi letters, as noted by their parents, and their ea-
gerness to continue playing beyond the testing ses-
sions illustrate the game’s strong engagement and ed-
ucational potential. Notably, the point system pro-
vided a strong incentive to improve Farsi letter recog-
nition and spelling skills by motivating participants to
forego hints to gain a higher score, proving the effec-
tiveness of this gamification element. The level sys-
tem also caused a progressively increasing difficulty
level that kept the attention of the participants, partic-
ularly with participants one and two.
However, the feedback also brought to light sev-
eral areas for improvement. Participant Two, who was
slightly older (10 years old), provided more nuanced
feedback that led to actionable suggestions, such as
introducing verbal pronunciation aids and a pre-test to
customize the learning experience based on the user’s
reading level. These suggestions point to the need
for adaptive features that can cater to diverse learning
paces and styles. The feedback from all participants
collectively suggested enhancements that could make
the game not only more engaging but also more ed-
ucationally effective by addressing specific learning
challenges.
In conclusion, the pilot testing confirmed that
Spellingual effectively meets its educational aims by
teaching the Farsi alphabet and improving spelling
skills while maintaining high levels of learner engage-
ment. The detailed feedback provided has led to tar-
geted improvements in the game’s design and func-
tionality, making it more user-friendly and education-
ally relevant. These enhancements, informed by di-
rect user and expert insights, position the game well
for future integration into the educational curriculum
and highlight its adaptability to evolving educational
methodologies.
5 CONCLUSIONS
The primary goal of Spellingual was to provide a plat-
form that was motivating, user-friendly, and engaging
for the target demographic. By integrating interactive
elements and feedback mechanisms, the application
encourages continual improvement in spelling skills.
This interactive approach caters to the needs of young
learners, making the learning process both fun and ef-
fective. Spellingual effectively utilizes a point system
and other gamification techniques to motivate users to
engage with the application. These elements are de-
signed to challenge participants, urging them to con-
centrate on accurately spelling words to earn points.
This gamification approach is particularly effective in
educational settings as it mirrors the reward systems
that children encounter in games, making the learning
process enjoyable and rewarding.
Throughout the development and initial testing
phases, the application was refined based on feed-
back from users and educational experts. This feed-
back highlighted areas for interface improvement and
enhanced user experience, such as the optimization
of button placement and the organization of Farsi
alphabet characters by phonetic similarity. These
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634
changes aimed to minimize cognitive load and make
the learning tools more intuitive. Adjustments were
made to ensure that interactions within the applica-
tion were straightforward to reduce potential frustra-
tion and optimize learning outcomes. This responsive
approach to design highlights the project’s focus on
user-centered development and continuous improve-
ment.
5.1 Future Work
For future projects, extending the capabilities of
Spellingual is suggested, such as incorporating a
broader vocabulary set that spans a larger range of ele-
mentary grades and could be integrated into academic
institutions. Simpler enhancements could include
the addition of gamification elements like badges
for progression milestones, custom content for im-
proved user interaction, more animations to increase
engagement, a friend system to encourage collabora-
tive learning experiences, and more user testing. In-
sights from pilot testing suggest the application would
benefit from features that allow for more personal-
ized learning paths, such as adaptive difficulty lev-
els or content that adjusts to a user’s existing lan-
guage proficiency. Additionally, connecting with edu-
cational institutions for broader feedback and integra-
tion into school curricula could provide a more struc-
tured learning environment using Spellingual.
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