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ILEIID 2025 | International Journal of Research and Innovation in Social Science (IJRISS)
ISSN: 2454-6186 | DOI: 10.47772/IJRISS
Special Issue | Volume IX Issue XXV October 2025
Pick-a-Path: An Interactive English Storytelling Tool for Young
Learners
* 1
Sharifah Syakila Syed Shaharuddin,
2
Phaveena Primsuwan,
3
Surijan Chaliau,
4
Chaleeda Som Sak,
5
Chuah Bee Peng,
6
Sharifah Sharmaine Syed Shaharuddin
1,2,5
Academy of Language Studies, UiTM Kedah,
3
Consolsys Voyager Sdn Bhd,
4
Faculty of Business and Management, UiTM Kedah,
6
PwC’s Academy
*Corresponding Author
DOI: https://dx.doi.org/10.47772/IJRISS.2025.925ILEIID000024
Received: 23 September 2025; Accepted: 30 September 2025; Published: 05 November 2025
ABSTRACT
This paper presents an interactive reading application prototype named Pick-a-Path where learners are turned
into the main characters of their own story using facial recognition. This is an application focused on young
learners aged 4 to 9 years old where they can snap a photograph of their face and watch it get animated through
an interactive story where children get to choose their own unique customisable path. This application aligns
with contemporary pedagogical approaches that emphasise personalised reading experience and digital
engagement, particularly for early childhood education. Other than using Ai based recognition tools as the
main key features, this application also includes interactivity where it aims to boost reading comprehension
and vocabulary. Additionally, it also focuses on personalised avatars where it increases emotional engagement
and fosters ownership among young learners. Aligned with UN Sustainable Development Goal 4 (Quality
Education), Pick -a Path promotes equitable access to engaging learning tools. Its accessibility features,
multilingual potential, and offline functionality increase its global relevance. From a commercial standpoint,
Pick-a-Path has strong potential to be used in schools or offered as a subscription for home learning. With the
growing demand for interactive and personalised learning tools, this application meets the need for engaging,
tech-driven resources that support literacy and critical thinking in young learners.
Keywords: (Digital learning, application, vocabulary, Ai face recognition)
INTRODUCTION
Early literacy involves far more than simply decoding text; it is deeply rooted in curiosity, agency, and a
genuine connection to narrative. Despite this, many digital reading platforms for young children continue to
mirror the passive experience of traditional print media. Text remains static, characters are remote, and the
child is relegated to the role of observer rather than participant.
Contemporary early childhood pedagogy, in contrast, emphasizes the value of play, personalization, and
intentional technology integrationapproaches that reinforce, rather than detract from, core learning
outcomes. A substantial body of research demonstrates that when digital storybooks are thoughtfully designed
to align with instructional goals and incorporate interactivity, they can support vocabulary development and,
under certain conditions, enhance story comprehension (Mayer, 2021; Smeets & Bus, 2012; Takacs et al.,
2015).
Pick‑a‑Path addresses this opportunity with a child-centered design tailored for learners aged 49,
transforming the reader into an active protagonist. Children upload a photograph of themselves, which is then
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ILEIID 2025 | International Journal of Research and Innovation in Social Science (IJRISS)
ISSN: 2454-6186 | DOI: 10.47772/IJRISS
Special Issue | Volume IX Issue XXV October 2025
rendered as an animated avatar within the narrative. As the story progresses, readers select from branching
story pathways, with each decision influencing narrative events, vocabulary exposure, and instructional
scaffolds tailored to individual needs. By combining AI-based facial recognition and animation with choose-
your-own-adventure interactivity, the prototype seeks to leverage self-relevance to foster increased attention,
motivation, and persistence, all of which are recognized as important mediators of early literacy growth.
Importantly, the design foregrounds alignment with learning objectives. Text is supplemented with read-aloud
functionality, tappable word glossaries, and timely prompts that encourage inferencing and narrative retelling.
Story branches are deliberately structured to recycle target vocabulary across multiple contexts, while
formative checks such as picture-choice questions and scaffolded cloze tasks adapt based on the child’s
selected path. The resulting experience moves beyond superficial personalization, embedding interactivity in
service of comprehension, vocabulary acquisition, and narrative reasoning.
The prototype also prioritizes equity and accessibility. Multilingual story packs and offline capabilities address
diverse learning environments, while accessible user interface featuressuch as enlarged interactive areas,
high-contrast display modes, and dyslexia-friendly fonts—broaden usability. Recognizing the use of children’s
images, the system employs a privacy-by-design approach, incorporating on-device processing, parent or
guardian consent protocols, and minimal data retention to comply with established ethical standards for
educational technology. In doing so, Pick‑a‑Path advances the aims of UN Sustainable Development Goal 4
(Quality Education) by coupling engaging design with responsible implementation.
In summary, Pick‑a‑Path explores the potential for identity-based personalization and meaningful choice to
make early reading both more engaging and more effective. This extended abstract outlines the design
rationale, core interaction model, and implementation details of the prototype, as well as an evaluation plan to
assess its impact on engagement, vocabulary development, and story comprehension among early primary
learners.
Problem Statement
Despite the proliferation of children’s reading apps, several significant challenges endure. First, most platforms
still fail to meaningfully centre the child within the narrative, limiting opportunities for genuine
personalisation. Second, engagement remains inconsistent multimedia features, while ubiquitous, are not
always thoughtfully integrated to actively support learning. Finally, issues of equity and access persist: barriers
related to connectivity, language support, and overall usability continue to restrict reach for many children.
Research underscores that the specific design of multimedia and interactive features is crucial: carefully
selected animations, narration, and guided interactions can foster vocabulary growth and support inferential
thinking, whereas excessive or poorly chosen features may actually impede learning (Mayer, 2021; Takacs et
al., 2015). On a broader scale, global indicators such as SDG 4 reveal that numerous countries are not on track
to achieve quality-education targets, highlighting the urgent need for scalable, high-quality early literacy
solutions (United Nations, 2023).
Accordingly, the following objectives are proposed:
1. To design and prototype an interactive English storytelling app that enables personalised narratives
through child-driven avatars.
2. To enhance vocabulary development and reading comprehension among learners aged 49 via embedded
instructional strategies and formative assessment.
3. To promote equitable access through multilingual, offline-first delivery and comprehensive accessibility
features.
4. To implement privacy-by-design principles for any facial image processing, with explicit consent and data
minimisation in alignment with regulatory guidelines (Department for Education, 2022).
This approach seeks to address persistent gaps in children’s reading technologies by combining rigorous
design, evidence-based pedagogy, and a strong commitment to inclusivity and privacy.
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ILEIID 2025 | International Journal of Research and Innovation in Social Science (IJRISS)
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Special Issue | Volume IX Issue XXV October 2025
PRODUCT DESCRIPTION & METHODOLOGY
Pick-a-Path operates by allowing users to take a single facial snapshot, which is then used to create a stylized
avatar for use within interactive, branching narrative scenes. The stories are specifically designed for children,
presenting developmentally appropriate choices throughout (“paths”). Target vocabulary is supported with
strategically placed glosses and pictorial aids, and short interactive questions are embedded to provide
immediate feedback, supporting both comprehension and engagement. The design of Pick-a-Path aligns with
established research indicating that well-chosen multimedia elements such as animation and narration can
enhance attention and learning, provided they focus on essential content and avoid unnecessary cognitive load
(Mayer, 2021; Takacs et al., 2015).
Regarding safety and privacy, any biometric features are strictly governed by parental consent with a clear opt-
in process. There are always non-biometric avatar options available. If facial data is used, processing occurs
on-device or data is stored only temporarily, with robust access controls in place, following best practices for
child biometric data (Department for Education, 2022).
To evaluate Pick-a-Path’s effectiveness, a 68-week pilot study is planned, involving approximately 500
children aged 49. The study will compare outcomes for children using Pick-a-Path with those engaged in
standard reading activities. The evaluation will focus on three main outcomes: (a) vocabulary growth, based on
curriculum-aligned word lists; (b) story comprehension, assessed through both literal and inferential questions;
and engagement, measured via telemetry data such as choice completion rates and time-on-task. Prior research
on e-books and interactive storybooks suggests that this approach should yield measurable gains in vocabulary
and content comprehension (Bus et al., 2015; Smeets & Bus, 2012).
POTENTIAL FINDINGS AND COMMERCIALISATION
Pedagogical impact seems clear interactive storybooks and guided comprehension prompts tend to boost young
learners’ vocabulary and understanding, especially when those features are thoughtfully integrated, as previous
research suggests (Bus et al., 2015; Smeets & Bus, 2012; Takacs et al., 2015).
Market and deployment-wise, there’s a notable surge in demand for tailored literacy solutions for both home
and school settings. Subscription and institutional licensing models look sustainable. Plus, incorporating
offline functionality and diverse language packs ensures broader accessibility, supporting efforts to align with
SDG 4 (United Nations, 2023).
Figure 1: Snapshots from the application
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ILEIID 2025 | International Journal of Research and Innovation in Social Science (IJRISS)
ISSN: 2454-6186 | DOI: 10.47772/IJRISS
Special Issue | Volume IX Issue XXV October 2025
NOVELTY AND RECOMMENDATIONS
Pick-a-Path introduces several notable advancements. First, it centres children’s identities within narratives,
allowing young readers to recognize themselves in the storiesan approach that can significantly boost
engagement and personal investment. Secondly, it adopts a hybrid pedagogical model, merging branching
storylines with explicit prompts for vocabulary development and comprehension strategies. Additionally, Pick-
a-Path demonstrates thoughtful, age-appropriate use of biometrics in early childhood contexts. Future
directions should include broadening the range of multilingual story offerings and rigorously investigating
whether the platform fosters lasting gains in independent reading skills.
ACKNOWLEDGEMENTS
We would like to thank collaborators and participating families who contributed to the development and
evaluating planning of Pick-a-Path.
REFERENCES
1. Bus, A. G., Takacs, Z. K., & Kegel, C. A. T. (2015). Affordances and limitations of electronic
storybooks for young children’s emergent literacy. Developmental Review, 35, 7997.
https://doi.org/10.1016/j.dr.2014.12.004
2. Department for Education. (2022). Protection of biometric data of children in schools and colleges
(Guidance).https://assets.publishing.service.gov.uk/government/uploads/system/uploads/attachment_da
ta/file/1092507/Biometrics_Guidance_July_2022.pdf
3. Mayer, R. E. (2021). Multimedia learning (3rd ed.). Cambridge University Press.
4. Smeets, D. J. H., & Bus, A. G. (2012). Interactive electronic storybooks for kindergartners’ vocabulary
growth. Journal of Experimental Child Psychology, 112(1), 3655.
5. Takacs, Z. K., Swart, E. K., & Bus, A. G. (2015). Benefits and pitfalls of multimedia and interactive
features in technology-enhanced storybooks: A meta-analysis. Review of Educational Research, 85(4),
698739. https://doi.org/10.3102/0034654314566989
6. United Nations. (2023). The Sustainable Development Goals Report 2023Goal 4: Quality education.
https://unstats.un.org/sdgs/report/2023/goal-04/