Nicholas Eghagha · Product Design & Development

Grammar makes more sensewhen you play with it.

Play Center began with a simple gap: learners could know the form, but not always the fit — what to use, where, and when.

So I asked, why not design a system around meaning, decisions and play?

Built around how learners think, decide and use language.

Play Center fox mascot
How the learning works
SituationMeaningDecisionPlayEvidence
Six ways learners respond

Recognize · Relate · Organize · Apply · Repair · Produce

6ways to playeach built around a different learner action
14grammar topicsorganised inside one connected system
84topic–game fit checksreviewed for instructional fit
1beta web applicationdeployed for user testing and feedback
Why I built it

I kept seeing the same gap.

Learners could know the rule and still hesitate when the situation changed. That told me the real challenge was not remembering grammar — it was knowing what fits, where, and when.

What I noticed

A learner might know that must is stronger than should, or that bored and boring are different, yet still struggle when the wording or situation changes.

I realised that recognising a rule and knowing how to use it are two different things.

What I changed

I changed where I started.

Instead of beginning with a grammar rule and asking how to turn it into an activity, I begin with the situation: What is happening? What does the learner need to work out? What decision would show understanding?

Then I design the experience around that decision.

How I think about it

I start with the situation, then design for evidence of understanding.

Once I understood the problem, I needed a repeatable way to design around it. I start with the situation, work out the meaning, define the decision the learner needs to make, choose the right kind of play, and then look at what their response tells me.

1
Situation

What is happening here? I start with a context the learner can recognise and make sense of.

2
Meaning

What does the language actually mean in this situation? I look for the distinction underneath the grammar rule.

3
Decision

What does the learner need to work out? I define the choice, correction or response that would show understanding.

4
Play

What kind of interaction makes that decision useful and engaging? That determines the game.

5
Evidence

What does the learner’s response tell me? I use the learner’s response and feedback to see whether they understood and could use the idea.

Six ways to play

That thinking became six ways to play.

Each game asks the learner to do something different with language — recognise, relate, organise, apply, repair or produce.

Quick Play icon

Quick Play

Recognise

Choose what fits the meaning and situation. The learner makes a quick but meaningful language decision.

Twins icon

Twins

Relate

Connect ideas that belong together. The learner identifies the relationship between them rather than recalling two separate facts.

Family icon

Family

Organise

Sort language into meaningful groups. Organising the items helps the learner recognise the underlying pattern.

Snap icon

Snap

Apply

Use an idea in a new situation. The learner carries what they know into a different context rather than repeating the same answer.

Doctor icon

Doctor

Repair

Find what is not working and fix it. The learner identifies the problem and restores the intended meaning.

Notebook icon

Notebook

Produce

Complete, change or create language directly. The learner works with greater independence and less support.

How I keep it connected

One product, five connected parts.

Once the games started taking shape, I needed a simple way to keep the product coherent as it grew. I organised Play Center around five connected parts: learning goals, content, experience, learning evidence and quality. Together, they give me a structure for adding new topics and games without losing the learning logic behind the product.

1

Learning goals

What should the learner understand, and what would show me that they understand it?

2

Content

The topics, examples and activities that give learners something meaningful to work with.

3

Experience

I match each topic to the games that suit it best instead of forcing every topic into every format.

4

Learning evidence

I look at what learners recognise, connect, organise, apply, repair and produce to understand how they are progressing.

5

Quality

I use clear checks so new content stays accurate, useful and consistent as Play Center grows.

Learning and quality

I use the games to see learning — and the system to protect quality.

Every game gives me evidence of what learners understand and how confidently they can use it. Behind the experience, I use clear checks to keep the content accurate, useful and consistent as Play Center grows.

How I see learning grow

The six games ask for different levels of independence. Some help the learner recognise or connect an idea; others ask them to apply, repair or produce language more directly.

RecogniseRelateOrganiseApplyRepairProduce

How I protect quality

Before new content goes live, I check that it belongs, works clearly and meets the standard I set for the product.

The answer is clear and defensible.
The topic genuinely fits the game.
There is enough good content for the experience to work properly.
I check for repetition, clarity and language accuracy before release.
How I built it

From a learning problem to a product learners can use.

Once the idea was clear, I had to turn it into something real. That meant moving back and forth between learning, content, interaction, code and testing — making decisions, building them, seeing what worked, and improving what did not.

STEP 1Notice the problem

I started with the moments where learners hesitated, guessed or knew the rule but could not use it confidently.

STEP 2Define what should change

I turned those moments into clear learning goals: what should the learner understand, decide or be able to do differently?

STEP 3Design the system

I worked out how the topics, games, content, progression and feedback needed to fit together.

STEP 4Build the experience

I turned that structure into playable screens, interactions, content and feedback in the web application.

STEP 5Test and improve

I kept checking whether the experience was clear, useful and supporting the intended learning — then adjusted the content, rules and interface.

STEP 6Deploy

I deployed Play Center as a beta web application so users could test the games, interact with the learning experience and provide feedback before wider release.

What the project brings together

Play Center brings learning design, product thinking and development together.

Building Play Center meant connecting how learners learn with how the product is structured, experienced, built and improved.

Learning design

Learning goals, learner decisions and evidence of understanding.

Product thinking

Problem, interaction, feedback and the wider system working together.

Content architecture

Content structured to grow without losing its logic.

Interaction design

Different game mechanics for different kinds of thinking.

Development & quality

Build, test and keep the product reliable as it evolves.

Live product

See it for yourself.

Open Play Center and see the thinking in action.