First Nations Languages Platform

Helping to revitalise and preserve Aboriginal Language through design of gamified experiences

A customisable language learning application that supports the learning and revitalisation of Aboriginal Languages.

The app gives Aboriginal Communities ownership of their language through control of the dictionary and game creation process and allows for educators to view students’ language learning progress.

My role

Played a key role in scoping and design of the platform, creating designs and game flows.

Additionally supported front-end development, managed developer tasks and application updates.

Facilitated content delivery in sessions and communications with stakeholders.

Playing a game sequence demo
Live demo: Playing through a level (actual app).

Designs

How did we get here?

Problem

Younger generations are losing Aboriginal cultural connection as oral languages fade. While some classrooms teach actively, others lack accessible tools for self-paced learning outside formal settings or the resources to start formal programs.

Background

Australian Aboriginal Culture and Identity is gradually being lost as newer generations lose connection to their culture and Identity. As a result, Aboriginal Languages in Australia are facing the prospect of eventual extinction.

Aboriginal Languages have traditionally been passed down aurally and had no written component making them difficult to pass on. Efforts are being made by Community groups to revitalise and preserve Aboriginal Language through active teaching in a classroom setting.

Goals

Burraga Foundation wanted to create a tool that would foster active interest in the learning of Aboriginal Language by young people, motivating them to learn and consequently, preserving and helping revitalisation efforts going into the future.

The goal was to:
  • Make Learning Fun and Engaging for the student.

  • Provide a complementary tool for teachers already teaching language in the classroom.

  • Onboard the Dharawal Community as the first Community to use the app as a tool in their Dharawal language teaching process.

  • Have this initial community serve as a demonstration to subsequent onboarding communities.

Research

Looking at other similar products:
  • Repetition is important in the language learning process. I applied this by designing a flow where students must retry incorrect answers before progressing.

  • An initial questioning of the learner’s proficiency is beneficial to guide content delivery.
Speaking to teachers:

Experience would be aligned to in-class material. Though questioning was included in the initial designs, it was later discarded.

So, how do we play through a level?

What about for one question in the level?

How would the player navigate through the levels?

Drawing inspiration from games such as Candy Crush Saga and Super Mario World, I started sketching out a path with stop points like you’d see on a map.

The path was organic and winding to convey the theme of Aboriginal Australia. Loose concentric circles represented each stop point, borrowing from Aboriginal art symbols.

Like Super Mario World, I initially wanted to separate the units into themes or ‘worlds’. To begin with, I decided upon 3 sample worlds that were Australian-themed: In the sea, In the bush and In the Outback. Early on each was a separate screen but later it was unified into one.

Testing

As well as testing in-house with the team, we set up user accounts for tutors at the Gujaga foundation to test the app and give feedback or report issues.

Redacted excerpt from my outreach securing 3 testers.

Iteration

Based on testing and feedback or changing circumstance, there were many instances of revision …

Game sequence progress line

The level progress indicator was initially a simple line that filled in as the player progressed through the level.

Feedback was that players were feeling unsure of how far through they were and wanted to know how many questions were left to answer.

We made the line slightly thicker and added a small marker displaying the number of questions over the total to make this clearer.

Progress line update

Changes to the game map

Upon advice from lead developer we designed units to have a set number of levels to reduce complexity for phase 1 MVP.

In subsequent iterations, visual design adjustments were made to the map to accommodate an infinite flow.

Tweaks were also made to improve map readability.

game map changes

Addition of login QR code feature

Teacher test group feedback was that it was taking too long for the very young students to log in by typing in a password. Scanning a QR code with their iPad would be much easier for these students.

QR code mobile graphic

Adding collectables

Due to content delivery delays, we reduced the number of side activities and also introduced the concept of Collectables to add where there there was no side activity.

The player would now have an item to collect if there was no side activity content.

Reflections

Some initial ideas were simplified or left out altogether in order to reach a Minimum Viable Product within the outlined timeframe. I would have liked to further develop these to and include them in the app.

What I would want to do next is further refine the experience of the app on mobile devices.

Delays in receiving content needed to create the app

Communicating content requests in a more structured fashion and sitting with the client one-to-one to guide content creation were both helpful.

Asking permission to create some of the missing assets myself in-house (i.e. missing images). Consultation is important when creating a product for this audience.

Although the delays were frustrating, they were the catalyst for creating an easier way to add content, which led to some satisfying results.

Scroll to Top