Poppy’s world Go on an adventure... Helena Mai Osojnik A NEW PATH TO KNOWLEDGE The main character Poppy needs your help. The witch Lili bewitched her and sent her to the land of Giki. Help Poppy get home. But beware, there are quite a few challenges waiting for you on the way home. Will you be able to solve all the challenges and puzzles and bring Poppy home? Encouraging English learning through play (6-10 years) Increasing student motivation and engagement Developing communication skills in English Strengthening self-confidence in using a foreign language Why choose Poppy's world? It contains the following elements of game mechanics that will ensure that motivation is always high: Scoring: Students collect points for correct answers and successfully completed tasks Prizes: Students receive rewards such as badges and virtual items for achievement Challenges: Weekly challenges for additional motivation and competition between students Key functionalities Interactive games and quizzes, rewards and achievements, personalized learning paths, progress tracking Contents Thematic units (e.g. animals, colors, numbers), lessons and exercises, knowledge test (requirement to advance to a new level/adventure) Elements of game dynamics Competition Students compete with each other for points and prizes 5hr 21m 2312 Cooperation Group tasks and games to encourage cooperation among students 5hr 21m 2312 2312 Advancement Students progress through different levels and unlock new content 5hr 21m 2312 2312 Quality assurance - launch of the platform Pilot phase with selected students Iteration platforms Regular updates based on feedback Adding new content and functionality Feedback for improvements 5hr 21m 2312 3hr 35m 2647 Security and Social Media Data encryption Parental control Security settings to protect privacy Limited sharing of achievements on social networks HMO Start Learning Today! Mobi 041 - 362 - 341 Email helena.osojnik@os-marijevere.si Address Ljubljanska cesta 16a, 1241 Kamnik IDEA Relevance Poppy's World addresses the needs of children between the ages of 6 and 10, which is a very important age to start learning a foreign language. Using a game to learn English increases students' motivation and engagement. Challenges Benefit for the user Reproducibility The tasks and challenges in the game are adapted to the age of the students and help to build confidence in using a foreign language. Through the game, children learn the basics of the English language, which helps them to succeed in school. The game is designed so that students can return to tasks and challenges again and again, ensuring continuous learning and improvement. IDEA Disturbing elements The game is designed without disturbing elements such as violence or inappropriate content, which allows for safe and enjoyable learning. Complexity A technological solution Broader use of the idea The game is moderately complex, as it includes different levels of difficulty that are adapted to the age group. Using interactive games and quizzes, rewards and achievements, personalized learning paths and progress tracking is an effective technology solution. Gamification can be adapted and used for different age groups and other languages, increasing its usefulness. Ethical/Psychological needs: 1 GUIDELINES The game takes into account the ethical and psychological needs of children, as it is designed without violence and contains security settings to protect privacy and parental control. 2 3 4 Field of use: Gamification will be used in English language learning education. Division of roles in the team: The team includes educators, programmers, designers and experts in child psychology, who together develop content and technological solutions. Using an expert: Experts in child psychology and language education are involved to ensure the quality of content and methods. Digital and technological solutions: 5 Interactive elements such as games and quizzes, personalized learning paths, progress tracking, rewards and achievements are used. 6 GUIDELINES Use of artificial intelligence: Artificial intelligence is used to personalize learning paths and adapt content based on student progress. 7 Game mechanics and dynamics: Game mechanics used include scoring, rewards, challenges, competition, progression, and student collaboration. 8 Platform: The game will be available on the Arnes Učilnice online platform, which is widely available to teachers in Slovenia and allows easy access with various devices, which increases accessibility and use. 5 CONCLUSION The gamification of "Poppy's World" is perfectly designed to promote the learning of the English language among children aged 6 to 10 years. It includes many elements of game mechanics and dynamics that ensure a high level of motivation and engagement. The idea is relevant, useful and repeatable, while taking into account the ethical and psychological needs of children. Digital and technological solutions, together with the use of artificial intelligence, it enables personalized and effective learning. Ensuring the safety and privacy of students is also carefully handled, which is crucial for use in an educational environment. The use of experts and well-distributed roles in the team ensure high-quality project implementation. The Arnes Učilnice platform enables access from various devices, which increases the accessibility and wider use of the idea.