Submitted
Re-engaging Learners

Cross-platform, Multi-language and literacy program

Team Leader
Shawna Doherty
Solution Overview & Team Lead Details
Our Organization
ABC Club.org, Lucky Cat Language and Literacy Program
What is the name of your solution?
Cross-platform, Multi-language and literacy program
Provide a one-line summary of your solution.
Gamified Interactive Multilanguage literacy and numeracy platform that uses language autocorrection tools.
Film your elevator pitch.
What specific problem are you solving?

Language and literacy skills are essential to being successful in school and the workplace globally today. Roughly 15% of the world is still illiterate. The literacy rate for all males and females that are at least 15 years old is 86.3%. Males aged 15 and over have a literacy rate of 90%, while females lag only slightly behind at 82.7. However, massive country-to-country differences exist. 

Even those who are literate, still face a great deal of bias if their language proficiency and pronunciation is not on par with native language speakers. This becomes a huge problem for immigrants and refugees. This type of bias can take a significant psychological toll. University of Pennsylvania researcher, Dovchin, found that many people who are shamed or excluded because of their language develop inferiority complexes, and start to believe that they’re actually less intelligent. At worst, linguistic racism can lead to deprivation in education, employment, health and housing.

Current language and literacy programs don't allow for enough practice, particularly with pronunciation at the phonemic level which affects both language and literacy proficiency for both native and nonnative speakers of any language. Additionally programs don't provide a feedback loop for pronunciation correction at the phonic level nor do they provide an immersive environment where users can practice language skills to become truly proficient.

This effects both learners of new languages and young native speakers who have trouble learning to read correctly without direct phonic/phonemic instruction. It also inhibits non-native English (or other language) speakers from speaking in public for fear of a lack of mastery. This is a catch-22 problem because new learners need to practice sounds and get feedback to learn to improve their speaking skills without feeling judged. 

Languages are generally learned in classrooms that have no authentic connection to the culture they are learning about without getting to experience the customs and energy of different countries. This tends to isolate the language learning experience whereas with current technologies we can open up a much more immersive experience that can develop a deeper understanding of otherness through positive cognitive orientations that foster a sense of global community and friendship.

What is your solution?

Our solution is a multilanguage platform that works teaching multiple languages and literacy skills, is adaptable to work at the student's level, and can work alone or with schools and/or teachers.

Lucky Cat Language & Literacy is a cross-platform (mobile, web, XR), multi-language program that currently features 3 languages but is in the process for developing language learning activities for 14 languages including: English, Spanish, Mandarin, Cantonese, Hindi, Bengali, Swahili, Japanese, Korean, Italian, French, German, and Arabic.

It features a base platform that provides mini videos that show how to pronounce each word on a phonemic level and then provides activities for students to practice the words using an AI tool while providing auto-feedback. Then students practice spelling the word and building sentences using the correct subject/verb agreement. Following this mini-lesson introduction, players are transported to a gamified simulation with more sophisticated voice tools that work at the phone, word, sentence and conversation levels where they are given prompts to practice what they've learned in both a realistic and/or fictionalized scenario. For each correct answer they are awarded points which can be applied for real life coupons and travel purchases, with exception of school based subscriptions. Simulations are tailored to fit varied age, grade and skill levels, allowing students to work at the skill level that is right for them, personalizing their learning experience.

The simulations offer direct practice for what was learned in the mini-lesson and that are applicable to how language is used in natural settings but we've also developed  a fun, adventure based curriculum that incorporates the socio-historic aspects of the culture. For example, when learning Mandarin, one of our adventure based learning series explores the discovery of silk by Empress Wu (an underrepresented female in history) and the development of the Silk Road. Students have to use both their language and literacy skills to advance in the gamified choose your own adventure narrative. This is intentionally to encourage student choice in their learning journey as well as allow students to connect more authentically with the historical and social developments of how the language in a region evolved over time. 

Beyond the mainstream program, we are creating specialized work simulations to help refugees learn new language and literacy skills as they transition into a new culture. We are currently working with some of the diaspora from the Ukraine who are resettling and creating language specific work modules to help them transition into their new home so they can find local jobs and have an easier time assimilating into the culture.

We are using the base of our program to work as a mainstream language and literacy app that anyone around the world can use, for school development, for refugee skill development and to tie in with local historical and tourism boards. 

This platform and curriculum can both work with schools and teachers to lift the burden of online education being dependent on a teacher lecturing for several hours via a Zoom chat by allowing students to progress and take a more active stake in their own learning process. It also helps target and reports to teachers where students are having trouble learning so individualized learning plans and/or help can be given where needed. This could help teachers then arrange students into small group instruction to teach at the right or for peer to peer scaffolding. 

The game also allows for cross-cultural communication and eventually we plan to make a new version of pen-pals where schools can partner with each other across the globe and students can work in a multiplayer format to learn about eachother's cultures and work together to generate SOLUTIONS to world issues while enlivening student creativity, connectedness and imagination. 

Who does your solution serve, and in what ways will the solution impact their lives?

Our solution is open to all learners. Our focus is on language and literacy programs that are easy to use, fun and assume the learner has little to no knowledge of speaking, reading or writing on any level. This is specifically so we can work with learners at all levels and they can personalize their own learning speed to work to their own optimal potential. 

Our programs work as progressive web apps, which cache the pages for low levels of internet connectivity in order to help minimize the use of data and need to be constantly connected to the internet. 

We are working directly with several refugee groups to create and tailor programs to help ease the transition with lessons specifically geared towards helping them acclimate to their new country. 

How are you and your team well-positioned to deliver this solution?

Our programs have been created by members of Learning through an Expanded Arts Program, Inc. (LEAP)’s Active Learning Leads to Literacy program that was administered in over 200 New York City public and charter schools and found in longitudinal and qualitative study conducted independently by NYU to have academic gains of 87% over the control.

We have the background in creating multi-sensory, highly-engaging learning experiences for learners that are effective.

Which dimension of the Challenge does your solution most closely address?
  • Enable personalized learning and individualized instruction for learners who are most at risk for disengagement and school drop-out
Where our solution team is headquartered or located:
New York, NY, USA
Our solution's stage of development:
  • Pilot
How many people does your solution currently serve?
5,000
Why are you applying to Solve?

Our main goal is provide a comprehensive language and literacy solution where all persons, regardless of age or income level, can become literate and develop language skills that will help them advance intellectually, socially and economically. MIT and the community around Solve have the institutional building capacity to effect change on a policy level, which is where it is most effective. Having such a dedicated community of deeply reflective beings surrounding SOLVE is what is necessary to bring about change on a large scale to truly open access to large groups of marginalized people.

MIT's programs foster real skill building, creativity and ingenuity. We strive to encourage students to develop their own sense of innovative thinking. The landscape of the world we live in and the nature of work will change dramatically over the upcoming years. Students need to develop skill sets that help them become more in tune on a global level. While we are working to help tackle part of this overall issue, MIT's guidance and expertise would be invaluable in helping us build better, stronger and more effective programming. 


In which of the following areas do you most need partners or support?
  • Human Capital (e.g. sourcing talent, board development, etc.)
Who is the Team Lead for your solution?
Shawna Doherty
More About Your Solution
Your Team
Your Business Model & Funding
Solution Team:
Shawna Doherty
Shawna Doherty