Junglewords: A 2D Gamified Intervention For Filipino Children With Speech Impairments

JungleWords is a 2D game-based interactive learning tool designed to provide an engaging and educational experience that supports speech and language development among children with speech impairments, particularly at San Diego Elementary School. Combining the excitement of a safari-themed adventure with targeted speech exercises, the project aimed to design and produce essential 2D assets, including characters and backgrounds; integrate interactivity and decision paths in gameplay to enhance phonological awareness; develop a website for deployment and feedback collection; and evaluate the system based on functionality, usability, feedback mechanisms, response time, and gameplay. The project successfully achieved all its goals, with each module—spanning beginner, intermediate, and advanced levels—functioning accurately and offering smooth, interactive elements such as drag-and-drop, item collection, letter and word selection, and QR-based recognition. Testing revealed strong performance and accessibility, although minor optimization is needed in specific stages for load times, and security assessments identified areas for improvement, including missing headers and minor misconfigurations. Despite these challenges, the system demonstrated strong browser compatibility and robust usability. Evaluation results from IT professionals and SPED teachers rated the system as very satisfactory in key criteria, while Multimedia Arts and Animation professionals provided high marks for its educational gameplay, immersion, and feedback design. These findings affirm JungleWords as a wellrounded, effective, and accessible educational tool with the potential for impactful learning outcomes and continued refinement based on user feedback.

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Publication Details

Published
2025-04-26
DOI
https://doi.org/10.1109/ic4e65071.2025.11075425
Primary Topic
Educational Games and Gamification
Type
article
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article

Junglewords: A 2D Gamified Intervention For Filipino Children With Speech Impairments

Ryan Richard H. Guadaña, Dhafney H. Serrano, Eliseo Q. Ramirez, J. Mendoza et al.
Educational Games and Gamification
article

Junglewords: A 2D Gamified Intervention For Filipino Children With Speech Impairments

Ryan Richard H. Guadaña, Dhafney H. Serrano, Eliseo Q. Ramirez, J. Mendoza, Angelica Gloria V. Carino, Neal Allen V. Laureano
article en

Abstract

JungleWords is a 2D game-based interactive learning tool designed to provide an engaging and educational experience that supports speech and language development among children with speech impairments, particularly at San Diego Elementary School. Combining the excitement of a safari-themed adventure with targeted speech exercises, the project aimed to design and produce essential 2D assets, including characters and backgrounds; integrate interactivity and decision paths in gameplay to enhance phonological awareness; develop a website for deployment and feedback collection; and evaluate the system based on functionality, usability, feedback mechanisms, response time, and gameplay. The project successfully achieved all its goals, with each module—spanning beginner, intermediate, and advanced levels—functioning accurately and offering smooth, interactive elements such as drag-and-drop, item collection, letter and word selection, and QR-based recognition. Testing revealed strong performance and accessibility, although minor optimization is needed in specific stages for load times, and security assessments identified areas for improvement, including missing headers and minor misconfigurations. Despite these challenges, the system demonstrated strong browser compatibility and robust usability. Evaluation results from IT professionals and SPED teachers rated the system as very satisfactory in key criteria, while Multimedia Arts and Animation professionals provided high marks for its educational gameplay, immersion, and feedback design. These findings affirm JungleWords as a wellrounded, effective, and accessible educational tool with the potential for impactful learning outcomes and continued refinement based on user feedback.

National University (PH)
Gender equality
Openalex Percentile: Top 81%
Educational Games and Gamification
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