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Explore the jungel

Learning Experiences- case study

Explore the Jungle is an interactive learning game designed for elementary school students who are learning English as a second language. The game teaches animal names in English through a playful and visual learning experience. It is based on matching an English word with the correct animal in an image. Through gameplay, immediate feedback, and repetition, students strengthen their English vocabulary in an engaging and enjoyable way. The game can be used for independent learning both at school and at home.

View Prototype
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* Start screen

The start screen is designed to attract the child’s attention and create a sense of exploration.
The game title appears in colorful typography with animal textures that spark curiosity.

* Instructions Screen

This screen presents short instructions explaining the goal of the game. The instructions are written in Hebrew because children at this age may not yet be able to read English fluently.

iMac 28-inch Mockup.png
Untitled-13.png

* Start screen

The start screen is designed to attract the child’s attention and create a sense of exploration.
The game title appears in colorful typography with animal textures that spark curiosity.

* Instructions Screen

This screen presents short instructions explaining the goal of the game.
The instructions are written in Hebrew because children at this age may not yet be able to read English fluently.

iMac 28-inch Mockup.png
Untitled-41.png

* Word Screen

In this stage, the name of an animal appears in English, and the child must identify the matching animal from the images.

At the bottom of the screen, a progress indicator shows the current stage and how many questions remain.

The progress display:

  • helps the child understand the structure of the game

  • creates a sense of progress

  • encourages the child to continue until completion

In addition, the player can exit the game at any stage, giving the user a sense of control over the experience.

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correct.png
iMac 27-inch Mockup.png

* Animal Selection Screen

This screen displays only animal images, and the player selects the one that matches the word shown on the previous screen.
The simplicity of the screen helps the child focus on the identification task without visual overload.

* Feedback Screens

The game provides immediate feedback after each selection.

Correct answers receive positive reinforcement, while incorrect answers allow the player to try again until the correct choice is made.

* Completion Screen

At the end of the game, a success screen appears indicating that all stages were completed.

The player can choose to play again or exit the game.

Untitled-41.png

* Word Screen

In this stage, the name of an animal appears in English, and the child must identify the matching animal from the images.

At the bottom of the screen, a progress indicator shows the current stage and how many questions remain.

The progress display:

  • helps the child understand the structure of the game

  • creates a sense of progress

  • encourages the child to continue until completion

In addition, the player can exit the game at any stage, giving the user a sense of control over the experience.

iMac 27-inch Mockup.png
correct.png
oops.png

* Animal Selection Screen (second screen)

This screen displays only animal images, and the player selects the one that matches the word shown on the previous screen.
The simplicity of the screen helps the child focus on the identification task without visual overload.

* Feedback Screens

The game provides immediate feedback after each selection.

Correct answers receive positive reinforcement, while incorrect answers allow the player to try again until the correct choice is made.

* Completion Screen

At the end of the game, a success screen appears indicating that all stages were completed.

The player can choose to play again or exit the game.

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Target Users

Age
Children aged 6–9 (Grades 1–3).

Learning Context
Elementary school students learning English as a second language in a Hebrew-speaking environment.

User Characteristics
Children in this age group tend to learn more effectively through interactive and visual experiences. They are highly responsive to games, activities, and immediate feedback.

Design Implication
The interface was designed to be simple, clear, and intuitive, allowing children to focus on the learning task without unnecessary complexity.

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Target Users

Age
Children aged 6–9 (Grades 1–3).

Learning Context
Elementary school students learning English as a second language in a Hebrew-speaking environment.

User Characteristics
Children in this age group tend to learn more effectively through interactive and visual experiences. They are highly responsive to games, activities, and immediate feedback.

Design Implication
For this reason, the interface was designed to be simple, clear, and intuitive, allowing children to focus on the learning task without unnecessary complexity

Design Decisions

Color and accessibility
Bright and playful colors were used while maintaining strong contrast between elements to improve readability and support accessibility for children, including those with learning difficulties or visual sensitivity.
Typography
Large and clear typography is used for the English words to focus the user’s attention on the vocabulary and support readability for young learners.
Transitions
Transitions between actions were designed to be smooth and gentle, avoiding sharp changes that may overwhelm sensitive users.
Child-centered design and cognitive load
The interface was designed to be simple and clear, with minimal elements on each screen, allowing children to focus on the main task without visual overload. In addition, the game structure separates the task into two stages: first the English word is presented, and then the animal images appear. This separation reduces cognitive load and allows the child to focus on each step individually.

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