We Speak! is an adaptable and scalable language learning game first created and evaluated in Tanzania. It has since been expanded in Kenya, India, Brazil, Turkey, and the United States and is currently available in 13 languages to over 10,000 students in 20 schools.
The game provides a template teachers can use to incorporate any curriculum for any language or grade level. Setup is super easy: just 15 minutes to translate, then start playing right away!
We Speak! started out as a way to address language barriers - 40% of the world's population receives an education in languages other than their mother tongue. But lots of people learn languages for different reasons. We Speak! facilitates communication at large through play.
We Speak! was first created under Michigan State's Designing Technology Solutions for Schools in Africa program.
My Role: We Speak! has mostly been a solo project, but please see the excellent list of partners at the bottom of this page whose collaboration, knowledge, feedback, and funding have made it possible.
Play individually or as a team, and roll the dice and follow the path. Stop at each checkpoint and answer a language learning exercise such as discussing literature, telling a story, and more. There are easy and hard exercises, with correct "hard" answers giving access to a shortcut. Each time you successfully complete an exercise, you pick up Bonus Cards to keep you engaged and interacting in between checkpoints and outside of your turn. There are also Mystery Cards that give you a boost or slow down an opponent. The first to reach "The End" is the winner!
Want to learn more? Read the full game rules, or try it out yourself on Tabletopia!
I went to Tanzania and worked with teachers to create an English learning game to address language barriers: Swahili is the primary school language of instruction (LOI), and in secondary school it's English. But since these are the mother tongue of just 10% of Tanzanians, English is most people's third language. I aimed the game for the start of secondary school, when the LOI transition takes place - 1 in 17 students at this age drop out of school (Tanzanian President's Office).
Much of my visit was technology-focused, so I originally envisioned making a digital game. But spending time in schools and in town made me realize that an internet-based solution may not work.
Design Decision: Although the schools have wi-fi and computers, power and internet are unreliable. A board game provides an uninterrupted learning experience.
The analog prototype with 100% local materials.
Guided by Snakes & Ladders, I created a race to the finish game with questions at checkpoints, shortcuts for hard questions, and Mystery Cards for boosts. Shortcuts reward skill and risk, and dice and Mystery Cards give all players a shot (like items in Mario Kart). At first, the only exercise was translation to get students forming sentences in English.
Time was tight (2.5 weeks), but I was able to playtest in two schools. Students and teachers enjoyed the game, but upon reflection I learned some important things:
Be more hands-off - let teachers and students take the lead while I take a back seat.
Give teachers a way to better way to incorporate their own content into the game. Design Decision: Provide a Microsoft Word template to print more cards.
Design Decisions:
*1: Numbered cards for answer keys.
*2: Instructions in both languages, with English on top to catch players' eyes first.
Where My Mind Was At: Being involved in content preparation took away research time and meant the language instruction approach (translation) wasn't the best. I need to find out how to give more control to the teachers.
After a brief playtest with a Portuguese adaptation, I made some adjustments to the game to include more exercise types and more action via a shorter path to the finish.
I was able to go to Kenya for a formal research study thanks to Dr. Susan Wyche and funding from the Mozilla Foundation. Tanzania and Kenya are quite similar (in terms of language and infrastructure), but by talking with partners I learned that the LOI transition to English happens earlier than in Tanzania, and that struggles begin before the transition.
Design Decision: Design the game with all ages in mind. This can get ahead of issues instead of trying to catch up later.
Once in Kenya, time was split 95% for research and 5% for design. This allowed me to make short iterations and tackle the big picture later.
The study involved 41 participants, age 4 to 19 with six mother tongues. I held nine playtests over two weeks.
Primary school students playtest the game.
New cards involved reading, literature discussions, and grammar concepts such as collective nouns.
I worked with both a primary school teacher and a secondary school teacher. It was really important to ensure they were in control of the content per their curriculum.
Design Decision: Remove questions from cards and instead only print the question type. This allows an infinite question pool with minimal printing (saves time and money!).
However, while one teacher opted for the new exercise type-only approach, the other still preferred individual question cards.
Design Decision: Tailor the game for each classroom so that it best meets their individual needs. It also allows for quicker and easier scaling and distribution, while retaining the option for a more hands-on, personalized approach.
The most important part of this phase was how it shed clear light onto how class structure impacts gameplay.
Firstly, classes are 40 to 45 minutes depending on the school. While students wanted the game to last longer, time is tight.
Design Decision: Players have one minute to answer questions.
Next, there are 50 to 60 students per class, and teachers prefer groups of ten. This means five or six games are needed per class!
Design Decision: Increase the board size to alleviate overcrowding.
With that said, while these design decisions worked for these specific classrooms, classrooms in other contexts may be very different. While not mentioned in Kenya, pre-game lessons or post-game debriefs are important time considerations to make.
Design Decision: Keep time and class size at the top of the mind to remain flexible for different contexts.
Secondary school students playtest the game.
Where My Mind Was At: The game provides a good template and teachers have more power, but how can they best manage their questions if they're no longer individually printed on cards?
We Speak! has since expanded into new classrooms in new contexts! My goal is to make sure it's as quick, easy, and affordable as possible to get the game in front of new students while still meeting each teacher's individual needs.
Design Decision: Minimize translation content to easily adapt to new languages.
Design Decision: Write content so that teaching is bidirectional. For example, once content is translated into Turkish, the game can teach both Turkish and English.
But, the question still remains on how teachers can best manage and present their content. From working with new partners in India, I saw that not all exercise types on cards (a design decision from Kenya) are a fit for every classroom. In May 2026, Chop Luk, Mar Turner, and Dr. Jennifer Olson went to Tanzania and explored methods from digital flashcards to Word templates to Python scripts. I also tried out the digital flashcards with Portuguese, Amharic, Turkish and English (ESL) instructors.
Unstructured Studio playtested the game in India.
Portuguese learners in the U.S. played using digital flashcards via Flippity.
Going cardless for the exercises is a great way for teachers' content to be flexible and to reduce printing costs. The digital flashcard tools I tried out like Flippity, RemNote, and Quizlet all worked, but they weren't exactly what I was looking for.
In the ideal tool, there would be custom features specific for the game (like question categorization and game setup), easier media integration (images, audio, video), and a near-instant way to take materials teachers already have and turn it into flashcards. Plus, it should work offline so that teachers in places like Tanzania and Kenya can still have that uninterrupted learning experience.
So if the tool I'm looking for doesn't exist yet, why not make it? I'll be working with Imagine Software to do just that! Based on feedback from partner instructors, we'll create the ideal tool for the game. But why not push it even further? Why don't we create a play-based language learning community where people can come together to have fun learning languages through games?
While we'll start simple (general/access info, a lesson builder, and the flashcard tool), I'm excited about what else this could involve! How about more games? How about language forums? How about a braille converter for different languages (after all, while braille isn't a language, it's still a writing system!). How about using The Braille Bistro to teach braille and not just build empathy? We'll build those bridges when we get to them, but exciting stuff is in store!
While design and development of the digital tool is underway, I'm still working on optimizing the board game. In Tanzania and Kenya, students must speak English in the classroom. This means that even when they're not completing exercises, they're still speaking their target language.
But that wasn't the case in, for example, Portuguese (or other language classes) in the United States. People still speak throughout the game, but how can I get players both more involved and speaking their target language outside of their own turn? After all, per Michigan State University, 75 to 100% of a language class should take place in the target language.
To tackle this, meet the Bonus Cards! You pick these up each time you complete an exercise, and they incentivize paying attention and interacting outside of your own turn. They reward you with extra spaces for things like helping an opponent, asking for clarification, and more. I'm eager to try these out with my partners!
We Speak! is fun for all ages (even playing together!).
There are plenty of other big things in store for the future! First, I've begun working with the Fulbright Foreign Language Teaching Assistants (FLTAs) at Michigan State to explore We Speak! in new languages: Arabic, Bengali, Chinese (Traditional and Simplified), Tajik, Ukrainian, Urdu, and Vietnamese.
Throughout their year here, we'll play the game in their classes and incorporate curriculum they're putting together. In March 2027, supervisor Dr. Emily Heidrich Uebel and I will present at the Central States Conference on the Teaching of Foreign Languages to share the game and curriculum with other instructors!
These aren't the only new partners. I've started working with people from Ghana to teach English and Twi. This is a great opportunity to explore integrating culture into the game. To start, we'll incorporate the Adinkra Symbols onto the Mystery and Bonus Cards to simultaneously teach language and culture.
Keep an eye out for updates and even more new opportunities!
I worked with a Turkish FLTA earlier this year, and will work with more FLTAs this year.
The game has shown great promise thus far to unlock creative learning and reduce educational barriers. I'm open to collaboration on this, so feel free to contact me if you're interested in exploring it together!
We Speak! has been featured in the media and in conferences!
Article by Kevin Lavery, MSU College of Communication Arts and Sciences.
Game developers, professors present benefits of gaming for language learning
Article by Reiel Ghiglia, The State News.
Presentation at the at the 2025 Play, Make, Learn Conference.
Presentation at GamiCon48V in March 2026.
"For once, the students are actively engaged in the lessons."
– A secondary school teacher in Kenya.
"Getting students to do their reading is a problem. This (game) will encourage them to do it."
– A secondary school teacher in Kenya.
"When can we play the game again?"
– Too many playtesting participants to count!
There were many co-designers and supporters who contributed to We Speak! in big ways that I would like to acknowledge.
Educational Content and Localization
Lucy Dong (English/ESL)
Ayşegül Erşil (Turkish)
Dr. Amlaku B. Eshetie (Amharic)
Soumaya Fredj (Arabic)
Dr. Saulo Gouveia (Portuguese)
Hoor Jinwala (Hindi)
James Kanuth (Swahili)
Melock Kispan (Swahili)
Chih-Ling Kuo (Chinese)
Regiane Lima de Paula (Portuguese)
Maria Clara Lima Oliveira (Portuguese)
Yana Menchynska-Polishchuk (Ukrainian)
Jastin Mlange (Swahili)
Monyangi Jeriah Mosiori (Swahili)
Tram Nguyen (Vietnamese)
Josephine Nguta (Swahili)
Fariha Nowrin (Bengali)
Steven Odembo (Swahili)
Elif Özçeşmeci (Turkish)
Subkhiddin Raupov (Tajik)
Emmanuel dos Santos Machado (Portuguese)
Srishti Sethi (Hindi)
Rabia Shah (Urdu)
Ruth Yeboah (Twi)
Materials Production and Artwork
Tony Eshikumo (“Daddo”)
John Kangu
Mto wa Mbu Woodworkers
Tanzania Support
Gryson Brown
Barry Carr
Lucinde
Omushaija Ta Mwesigwa (“Alex”)
Maureen Ndelema
MS-TCDC
Michigan State University Support
Jennifer Brewer
Susan Bonner
Jayson Burnham
Fumi Cheever
Dr. Jonathan Choti
Dr. Amanda Cote
Chris Currier
Kennedy Ellis
Grace Ekeoma Michael
Erik Goodman
Dr. Jean Hardy
Dr. Isaac Kalumbu
Mariko Kawaguchi
Tyler Lindquist
Chop Luk
Jonah Magar
Abdul Mutashobya
Ashley O'Brien
Dr. Jennifer Olson
Dr. Fred Poole
Dr. Galen Sibanda
Claire Smith
Mar Turner
Dr. Emily Heidrich Uebel
Owen VanderWeele
Tina Wang
Dr. Susan Wyche
Dr. Kwame Yeboah
African Studies Center
Center for Language Teaching Advancement (CeLTA)
Less Commonly Taught Languages (LCTL)
Office for International Students and Scholars
Portuguese Club
Tanzania Partnership Program
Kenya Support
Veronicah Bahati
Moses Bundi
Dr. Miriam Charimbu
Dr. Paul Kimurto
Kennedy Nyoro
Melvin Ochami
Ogutu Omori (“Peter”)
Ramon Thumbi
India Support
Amba Foundation
Srishti Sethi
Unstructured Studio
Others
Daniel Appiah Gyekye
Mokaya Bosire
Stephen Boustred
Jedyne Ingado
Amanda Kporwofa
Dr. Miriam Kyule
Emily Lin
Callen Mankone
Alex Mkwizu
Oluwatomilade Olarinde
Omusula Omuholo
Tammie Schrader
Eliud Sibour
Camilla Zamboni
Playtesting Participants
Funding
ComArtSci Scholarship
John Williamson Scholarship
Mark Levy ICT4D Award
Mozilla Foundation
MSU Tanzania Partnership Program
Thomas F. Baldwin Fellowship
Unstructured Studio
WD Mason Fellowship