kgames

KGames — free keyboard games for kids
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sound_soup_plan.md (13751B)


      1 # Sound Soup — Proposal
      2 
      3 > **Status:** proposal / not yet built. High-level only — deliberately free of
      4 > implementation detail, since the technical approach is expected to change.
      5 
      6 ## 0. Scope of this document
      7 
      8 This is a design and pedagogy proposal for a new KGames title aimed at 4–5
      9 year olds learning to read. It states *what the game is, why it works, and what
     10 constraints it must respect*. It does not pick an engine, a file layout, an
     11 asset pipeline, or an audio strategy. Those decisions come later and should not
     12 be inferred from this document.
     13 
     14 ---
     15 
     16 ## 1. Constraint reset
     17 
     18 **The technical constraints that shaped the existing KGames titles no longer
     19 apply to this game.** Specifically:
     20 
     21 - **Any engine or framework may be used.** Phaser 3 is no longer the default.
     22   If a different engine, or no engine, serves the game better, use it.
     23 - **A build step is allowed.** The "double-click `index.html`" development
     24   workflow is not a requirement here.
     25 - **Real art assets are allowed and preferred** (see §2).
     26 - **Real audio assets are allowed and preferred.** This game depends on
     27   accurate speech and phoneme audio, which cannot be synthesised convincingly;
     28   recorded audio is expected and welcome.
     29 - **External files, CDNs, bundles, and asset directories are all fine.**
     30 
     31 What has *not* changed:
     32 
     33 - **The project remains open source, GPL-3.0.** Everything shipped must be
     34   license-compatible and properly attributed (see §2).
     35 - **No ads, no signup, no backend, no tracking.** Still a static site serving
     36   free educational games to young kids.
     37 - **It must still be testable**, and tests must still pass before commit.
     38 
     39 ## 2. Asset policy
     40 
     41 **Prefer real, openly licensed art made by human artists over procedurally
     42 generated or AI-generated art.** In priority order:
     43 
     44 1. Existing open-license art (CC0, CC-BY, CC-BY-SA, OFL, GPL-compatible) from
     45    sources such as OpenGameArt, Kenney, itch.io free/open packs, Wikimedia
     46    Commons, Freesound, and similar.
     47 2. Commissioned or hand-made original art, contributed under a
     48    GPL-compatible license.
     49 3. Procedural generation — acceptable for incidental effects (particles,
     50    gradients, simple shapes), not for the game's character and world art.
     51 4. AI-generated art — avoid.
     52 
     53 Every third-party asset must have its source, author, and license recorded in
     54 the repository, and attribution surfaced where the license requires it.
     55 License compatibility with GPL-3.0 is a hard requirement, not a preference.
     56 
     57 The same preference applies to audio: real recorded voice and openly licensed
     58 sound effects and music beat synthesised equivalents.
     59 
     60 ---
     61 
     62 ## 3. Why this game — the research case
     63 
     64 The evidence base for teaching 4–5 year olds to read converges on a small
     65 number of points:
     66 
     67 - **Alphabet knowledge and phonological awareness are the strongest preschool
     68   predictors** of later decoding, comprehension and spelling (National Early
     69   Literacy Panel). Letter-sound knowledge, phoneme awareness and rapid
     70   automatised naming each predict reading growth independently.
     71 - **Letter *sounds* matter more than letter *names*.** Names help, but transfer
     72   to actual reading runs through sound.
     73 - **Blending is the bottleneck.** Meta-analysis shows phonemic awareness
     74   instruction has a medium effect on segmentation but only a small effect on
     75   blending — yet blending (fusing /k/ /a/ /t/ into "cat") *is* the act of
     76   reading. It is the least well-served skill and the highest-value target.
     77 - **Systematic synthetic phonics works**: teach a handful of letter-sounds,
     78   then start blending real words immediately rather than waiting for the full
     79   alphabet. The classic `s a t p i n` opening exists because those six letters
     80   alone spell fifty-plus words.
     81 - **Sound boxes (Elkonin boxes)** — one box per sound, one tile moved per
     82   sound — are the canonical manipulative for this, with sixty years of use
     83   behind them.
     84 - **Digital versions demonstrably work.** GraphoGame/GraphoLearn, an adaptive
     85   letter-sound game played ~10–15 minutes a day, produced measurable
     86   letter-sound gains in classroom-randomised trials across several languages.
     87 
     88 **The gap in KGames today:** `letter-find` teaches letter names,
     89 `animal-letter` teaches initial sounds, `animal-spell` teaches letter-tile
     90 spelling, and `work` builds oral language and vocabulary. Nothing in the
     91 catalogue teaches a child to *blend sounds into a word* — nothing teaches
     92 decoding. That is the hole this game fills.
     93 
     94 ---
     95 
     96 ## 4. The game
     97 
     98 ### 4.1 Setting
     99 
    100 A **tropical island town** — the same island world as Fire Truck, seen from
    101 street level, with a fantasy tilt. Palm-lined streets, painted shutters,
    102 market awnings, hand-painted signage, boats in the harbour, warm light.
    103 
    104 The player runs a **soup stall** on a busy market street. The customers are
    105 the fantasy element: island spirits, a sea-dragon, parrot-folk, a very
    106 polite lizard in a hat, a coconut crab with opinions. Friendly, characterful,
    107 never scary.
    108 
    109 This setting does three things at once: it reuses and extends a world the
    110 project has already established, it gives the game a cheerful urbanism —
    111 a lived-in street with regulars, neighbours and daily rhythm — and it makes
    112 a cooking game make sense.
    113 
    114 ### 4.2 Core idea
    115 
    116 **A customer orders. The child cooks the order by sounding it out.**
    117 
    118 Each order is a short, decodable word. The ingredients are *sounds*. The child
    119 assembles the sounds in order, stirs the pot, and the pot blends them — the
    120 sounds are played with the gaps closing pass by pass until they fuse into the
    121 spoken word. The dish is then served, and the customer reacts.
    122 
    123 **That blend — the audible, visible fusing of separate sounds into one word —
    124 is the whole product.** It makes the invisible mental act of blending into
    125 something a four-year-old can see happen, hear happen, and cause to happen.
    126 
    127 Two modes, the second unlocking after the first is comfortable:
    128 
    129 - **Cook** (decoding): the word is shown; the child sounds it out and blends it.
    130 - **Take the order** (encoding): the customer *says* the word; the child
    131   breaks it into sounds and picks the ingredients. Segmentation — the skill
    132   with the larger measured effect size — as the natural inverse of cooking.
    133 
    134 ### 4.3 Progression and difficulty
    135 
    136 Words are introduced along a deliberate synthetic-phonics sequence, starting
    137 with the handful of letter-sounds that unlock the most words, and favouring
    138 stretchable continuant sounds early because they are far easier for a young
    139 child to hold together while blending.
    140 
    141 Progression is **mastery-based, not level-based**: a new sound is introduced
    142 when the child is fluent with the ones they have, and the pace adapts to the
    143 individual child.
    144 
    145 ### 4.4 Persistent memory and spaced repetition
    146 
    147 **The game remembers each child's words across sessions** — which sounds are
    148 known, which words are solid, which are shaky, and when each was last seen.
    149 Old words are re-injected on a spacing schedule so that mastery is maintained
    150 rather than assumed.
    151 
    152 This is expressed diegetically, which is the nicest part of the design:
    153 **spaced repetition is regular customers coming back.** A creature you served
    154 last week walks back up to the stall and orders the same thing again. Review is
    155 not a drill; it is someone remembering you.
    156 
    157 Memory is local to the device — no accounts, no backend, no data leaving the
    158 machine. A simple way to reset, and to keep more than one child's progress on a
    159 shared family device, is required.
    160 
    161 ### 4.5 Fun and gamification
    162 
    163 The game has to be genuinely fun to a four-year-old who does not care that it
    164 is educational. Directions worth pursuing:
    165 
    166 - **Characterful customers** with distinct looks, voices and reactions —
    167   delight on being served, comic dismay at a wrong dish (never punishment).
    168 - **A recipe book** that fills in as words are mastered — a visible, growing
    169   collection, which is intrinsically motivating at this age.
    170 - **Regulars and relationships**: recurring characters who become familiar,
    171   whose return is a small event.
    172 - **Stall and street growth**: the stall gets better equipment, decorations,
    173   a bigger awning; the street around it slowly livens up as the child
    174   progresses. Long-arc visible reward.
    175 - **Everyday spectacle**: steam, bubbling, ingredients tumbling in, the pot
    176   erupting when a word lands, the dish sliding across the counter.
    177 - **Ambient island life** in the background — passers-by, boats, birds,
    178   weather — as in Fire Truck.
    179 
    180 ### 4.6 Age-appropriate design rules
    181 
    182 Non-negotiable for the 4–5 age band:
    183 
    184 - **No timers, no lives, no fail state.** A wrong answer is answered with a
    185   re-demonstration and another try, never a loss.
    186 - **Every instruction is spoken as well as shown.** The audience cannot read;
    187   that is the entire premise.
    188 - **Short natural stopping points** — a few minutes to a satisfying beat, with
    189   a typical session in the ten-to-fifteen minute range that the research
    190   supports.
    191 - **Meaning is always checked**, not just pronunciation. A word that is
    192   correctly sounded out should still resolve to a thing the child recognises,
    193   so the game teaches reading rather than barking at print.
    194 - **Accurate phoneme audio is a hard requirement.** Sounds must be taught
    195   cleanly (a stretched /sss/, not "ess" and not "suh"); a schwa added to every
    196   consonant actively breaks blending. This is the single most important
    197   quality bar in the game, and the main reason real recorded audio is
    198   preferred over synthesis.
    199 
    200 ### 4.7 Input constraint — keyboard only
    201 
    202 **The game must be fully playable with a keyboard alone. Mouse and touch input
    203 must never be required.**
    204 
    205 The child should be able to do everything — choose sounds, place them, stir,
    206 serve, navigate menus — from the keyboard. Pressing letter keys to choose
    207 sounds is both the obvious control scheme and pedagogically useful, since it
    208 builds the letter-to-key association alongside the letter-to-sound one.
    209 
    210 Pointer input may be supported as a convenience, but no mechanic may depend on
    211 it, and no part of the game may be unreachable without it. On phones and
    212 tablets, the existing on-screen keyboard approach used elsewhere in the project
    213 satisfies this constraint without the game itself knowing about it.
    214 
    215 *(How this is implemented is out of scope here — only that it is required.)*
    216 
    217 ---
    218 
    219 ## 5. Open questions
    220 
    221 - **Title.** "Sound Soup" is a working name. Alternatives worth considering
    222   once the art direction is settled.
    223 - **Voice.** Who records the phonemes and words, and in what accent? This is a
    224   significant content decision with pedagogical consequences, and it affects
    225   which openly licensed audio sources are usable.
    226 - **Art sourcing.** Whether a coherent enough open-license art set exists for
    227   this specific tropical-fantasy-market look, or whether it needs commissioning.
    228 - **Word list and picture coverage.** Which decodable words have a referent a
    229   four-year-old reliably recognises in a single image.
    230 - **Multi-child handling** on a shared device — how simple can it be while
    231   still being useful.
    232 
    233 ## 6. Recommended next steps
    234 
    235 1. Settle the art direction and confirm that assets for it can be sourced under
    236    compatible licenses.
    237 2. Prove the phoneme audio quality bar — get clean, blendable sounds and
    238    validate the blend ramp with a real four-year-old before building around it.
    239 3. Draft the word list and teaching sequence, since that is the pedagogical
    240    core and is independent of every technical decision.
    241 4. Only then choose the engine and build.
    242 
    243 ---
    244 
    245 ## Sources
    246 
    247 - [Developing Early Literacy Skills: A Meta-Analysis of Alphabet Learning and Instruction](https://pmc.ncbi.nlm.nih.gov/articles/PMC2910925/)
    248 - [Letter-Sound Knowledge, Phoneme Awareness and RAN, but Not Letter-Sound Integration, Predict Variations in Reading Development](https://www.tandfonline.com/doi/full/10.1080/10888438.2019.1622546)
    249 - [Alphabet Knowledge Trajectories and U.S. Children's Later Reading and Spelling](https://www.tandfonline.com/doi/full/10.1080/10888438.2025.2481064)
    250 - [Phonemic Awareness: A Meta-Analysis for Planning Effective Instruction](https://www.researchgate.net/publication/361585439_Phonemic_Awareness_A_Meta-Analysis_for_Planning_Effective_Instruction)
    251 - [A Meta-Analysis of Phonemic Awareness Instruction Provided to Children Suspected of Having a Reading Disability](https://pubmed.ncbi.nlm.nih.gov/35858272/)
    252 - [The effectiveness of a classroom-based phonological awareness program for 4–5-year-olds](https://www.researchgate.net/publication/321196744_The_effectiveness_of_a_classroom-based_phonological_awareness_program_for_4-5-year-olds)
    253 - [Combined Language and Code Emergent Literacy Intervention for At-Risk Preschool Children: A Systematic Meta-Analytic Review](https://srcd.onlinelibrary.wiley.com/doi/10.1111/cdev.14252)
    254 - [Dynamic assessment of the effectiveness of digital game-based literacy training in beginning readers: a cluster randomised controlled trial](https://pmc.ncbi.nlm.nih.gov/articles/PMC10399564/)
    255 - [Assessing the effectiveness of a game-based phonics intervention for first and second grade English language learners in India: A randomized controlled trial](https://onlinelibrary.wiley.com/doi/full/10.1111/jcal.12592)
    256 - [Blending and segmenting — Five from Five](https://fivefromfive.com.au/phonics-teaching/essential-principles-of-systematic-and-explicit-phonics-instruction/blending-and-segmenting/)
    257 - [Synthetic phonics](https://en.wikipedia.org/wiki/Synthetic_phonics)
    258 - [Elkonin Boxes — Reading Rockets](https://www.readingrockets.org/classroom/classroom-strategies/elkonin-boxes)
    259 - [Elkonin sound boxes: An evidence-based literacy strategy — Understood](https://www.understood.org/en/articles/evidence-based-literacy-strategy-elkonin-sound-boxes)