PRODUCT DESCRIPTION & METHODOLOGY
The Playlearn Adventure Series is a game-based educational toolkit specifically designed to address the
challenges of low motivation, weak vocabulary retention, and limited confidence among English language
learners. Unlike conventional methods that emphasize memorization, this innovation employs interactive,
multisensory engagement to create a dynamic learning environment. Multisensory learning approaches have
been shown to significantly enhance vocabulary acquisition and retention, as they engage multiple pathways in
the brain simultaneously (Kazu, I.Y., & Kuvvetli, M. (2023).
The product consists of four core components that work together to make learning both practical and
enjoyable: a controller board with a transparent lid and patterned backing, a set of numbered tiles with vibrant
geometric designs, an exercise booklet containing structured vocabulary and grammar-based activities, and a
self-checking mechanism that validates correct answers through symmetrical colour patterns when the board is
flipped. This unique feature transforms the checking process into an engaging puzzle, providing immediate
feedback and encouraging students to self-correct.
The integration of visual, auditory, and kinaesthetic elements reflects current understanding of multisensory
learning benefits. Research demonstrates that children learn words more effectively when they associate
spoken names with corresponding visual or tactile experiences, creating multiple "anchors" that improve
retention in memory (Di Fuccio, R. et al. (2024). The tactile manipulation of numbered tiles, combined with
visual pattern recognition, engages different learning modalities simultaneously, making the tool inclusive for
students with various learning preferences.
The development process followed the five stages of the Design Thinking Model—Empathize, Define, Ideate,
Prototype, and Test. In the empathize phase, the research team observed English classes, interviewed students
and lecturers, and conducted surveys to identify the most pressing challenges in language learning. The data
revealed recurring issues such as poor vocabulary retention, lack of interest, and low self-esteem in using
English. In the define phase, these issues were synthesized into a clear problem statement: the need for an
engaging and confidence-building platform that supports both individual and collaborative learning. During the
ideate phase, brainstorming sessions generated multiple potential solutions, with the idea of a physical, game-
based toolkit emerging as the most practical and impactful. The prototype phase involved creating the first
version of the controller board, tiles, and exercise booklet, ensuring they were safe, durable, and easy to use in
a classroom setting. Finally, in the test phase, the prototype was tested in classroom environments to refine its
functionality and ensure it met the intended objectives.
The methodology of using the product is simple yet highly effective. Students work either individually or in
small groups by placing the transparent lid of the controller board over an exercise page. They then read the
questions provided, select the corresponding numbered tiles, and place them on the answer section. Once
completed, the board is closed and flipped, and the arrangement of the tiles produces a geometric colour
pattern. If the pattern is symmetrical and correct, the answers are accurate; if not, students are encouraged to
revisit their choices and try again. This process not only promotes active learning and problem-solving but also
reinforces vocabulary retention through repetition, immediate feedback, and visual association.
Designed for practicality, the Playlearn Adventure Series is lightweight, reusable, and requires no
technological infrastructure, making it accessible even in resource-limited classrooms. It can be used
flexibly—as a warm-up activity, as a main teaching tool, or as a revision exercise. Its adaptability also means
that the exercise booklet can be expanded to include other topics, language domains, or even different subjects.