Research, game design and playtesting · Tested prototype

A problem from my own classroom
While teaching weekend classes, I saw how hard it could be to keep a large, mixed group of children engaged in learning to read Arabic. My graduation project at HKU began with that real classroom problem.
The research question
How could learning feel more approachable when children have different starting points and teachers have limited time? I looked at class sizes, age differences, teaching time and the parts of learning that students found confusing. Existing learning apps offered a useful comparison, but turning the book into a screen did not resolve the underlying design problem.
The first idea wasn't the final answer
I initially explored digitising the lessons into an app and a collection of mini-games. Reviewing existing apps, speaking with teachers and parents, and testing paper prototypes helped me see that simply adding game elements wasn't enough.
The first card-based version introduced a different problem: too many cards and too little structure overwhelmed the children. That feedback became a reason to simplify the design.
Prototype and testing photographs from my graduation presentation.
Designing for understanding
I grouped similar letters through colour, added numbers and used both sides of each card for letters and explanations. The cards could be rearranged, discussed and used by teachers, parents or peers. Known letters could be removed from a learner's stack, making progress tangible.
What a learning session could look like
A teacher introduces the foundations, then the cards provide material for practice and discussion. Learners can compare related letter forms, turn a card over for an explanation and help each other. The design supports teaching and peer learning rather than assuming children can work through everything alone.
My contribution
I brought together classroom experience, research, prototype design and playtesting. The important design decision was to reduce the initial overload: fewer competing elements, clearer groups and a more structured way into the activity.
What changed in my practiceThe project shifted from adding games to a lesson toward designing around the way people actually learn together. The end-term presentation records three different tests involving more than ten students. Shortening the overall learning time was a research aim, not a proven outcome.