How it works
- Choose who you are. Pupils make a character and choose their Year. Teachers sign in, choose a Year and a grammar point, and go straight to the right game.
- Walk to a coloured circle. Each circle in the kampung is a game. Each game practises one grammar point, and the questions follow the textbook for each Year.
- Earn coins and stamps. Pupils win bronze, silver or gold stamps and coins. They spend the coins at the Grocery Store to fix up the kampung, plant flowers, build boats, put up lamps and decorate their own house.
The games and their grammar
Every game has three levels (Easy, Medium and Hard) and a Think! round that makes pupils reason, not just remember.
| Place and game | Grammar focus | What pupils do |
|---|---|---|
| River Sentence Bridge | Building sentences | Read the job card and push word blocks into the river in the right order to build a bridge. |
| Rubber Estate Grammar Rush | Verbs and tenses | Run between the rubber trees and steer through the gate with the right verb. |
| Market a or an? Market | Articles: a, an and some | Pick up word crates and carry each one to the right cart. |
| Football Field Padang Football | Comparing: bigger, the tallest | Dribble past defenders and score in the part of the goal with the right word. |
| My House Stories and Catch the Mistake | Reading | Read a story, watch your pet act it out, and catch the mistakes. Look after your pet by reading what it needs. |
The grammar for each Year
| Year | Sentence Bridge | Grammar Rush | Market | Padang Football |
|---|---|---|---|---|
| 1 | Simple sentences | am, is, are, have got, like | a, an | Introduction: bigger, the biggest |
| 2 | Simple sentences; joining words with and, or | present simple, do / does, can, is wearing | a, an | Introduction: bigger, the biggest |
| 3 | Joining two sentences with and, but, or, so | present simple and continuous, was / were, past simple | a, an, some | bigger, thinner, the hottest |
| 4 | Joining two sentences with and, but, or, so | have to, past simple, going to, should | a, an, some; tricky sounds | more dangerous, the easiest, as big as |
| 5 | Joining sentences with he, she, it, they | present continuous, past simple, going to, will | a, an, some; tricky sounds | noisier, the most beautiful |
| 6 | Joining sentences with he, she, it, they | past continuous, used to, present perfect, passive, if | tricky sounds: an hour, a uniform | as fast as, too heavy, old enough |
The grammar follows the KSSR scheme of work and the Year 1 to 6 textbooks. Years without a grammar point in their book still play the game: younger pupils get a simple introduction, and older pupils get more Think! rounds.
Game modes
- Practice: one pupil plays to win a stamp and coins. There are hearts and a clock, and running out of time gives a little more time on the next try.
- Battle: two players on one keyboard, for a class screen. Name the sides (for example Boys and Girls). In Sentence Bridge, Grammar Rush and the Market the screen splits in two; in Padang Football both players chase the same ball. Battle gives no coins, just glory and a celebration.
- Explore: walk around the kampung, plant flowers, build boats, put up lamps for the night and look after your pet.
Controls
On a phone or tablet, buttons appear on the screen. On a computer:
In the kampung
↑ ← ↓ → or W A S D to walk. When a big yellow button appears at the bottom (for example Plant here or Pat your pet), press it or press Space. The View button changes the camera; in Behind me and My eyes, look around with the mouse.
Sentence Bridge
Walk into a block to push it. Stand beside a block and hold Space while you walk away to pull it. R puts the blocks back. Battle: one player uses W A S D and Space, the other the arrow keys and Enter.
Grammar Rush
You run by yourself. ← → or A D to steer, Space to jump over branches. Battle: A D and W to jump, or the arrow keys and ↑ to jump.
a or an? Market
Walk into a crate to pick it up, then walk into the circle of the right cart. Battle: one player uses W A S D, the other the arrow keys.
Padang Football
Arrow keys or W A S D to run with the ball, Space to kick. Turn towards a part of the goal: a dotted line and the glowing word show where the ball will go. Battle: W A S D and Space, or the arrow keys and Enter.
In your house
Walk up to something and press the big yellow button (Pat, Sit down, Take a nap and more), or press Space. Drag furniture to move it. Open the bookshelf to read stories. Step on the Way out mat by the door to go back to the kampung.
Questions teachers ask
Is it really free?
Yes. There is nothing to buy, for pupils or teachers. The coins in the game are earned by playing.
Do pupils need an email address?
No. Pupils type a name and make a character. They get a short code (like ABCD-2345) to continue on another device, so they should write it down. Teachers sign in with an email or Google.
Which devices does it work on?
It works in a modern browser (Chrome is best) on a computer, a class screen, a tablet or a phone. A computer or class screen gives the best experience, and Battle needs a keyboard. On a slow computer, choose Low graphics in Settings.
How do I use it with my class?
On a class screen, use Battle: two pupils (or two teams) play side by side while the class helps them read. For homework, share the link and tell pupils which place to visit, for example "Today, play Grammar Rush at the Rubber Estate".
Which Year should my pupils choose?
Their own Year. The questions follow their textbook. Teachers can choose any Year from the start screen.
The kampung gets dark. Can I change that?
Yes. A day in the kampung lasts about eight minutes, then night falls (the house and the games follow it). In Settings, choose Day and night, Always day or Always night.
I found a mistake. How do I tell you?
Teachers have a Report button inside each game. It sends what you were looking at straight to me.