Active Education & Skills Arts, Culture & Design

Navigo: Transforming English Language Education through Personalised, AI-Driven Learning.

In plain English

AI plain-English summary

A six-to-twelve-year-old learning English as a foreign language will play a video game that adapts its story and difficulty in real time to their individual skill level. The project, called Navigo, tackles a persistent problem in language education: keeping young learners engaged and motivated when one-size-fits-all apps or textbooks fail to hold their attention. By integrating Large Language Models and an adaptive narrative framework, the game personalises both content and gameplay—adjusting vocabulary, plot, and challenges as the child plays. If successful, Navigo could shift how English is taught in classrooms and at home, replacing static worksheets with a responsive, game-based experience that builds foundational language skills through purposeful play. The project builds on the Horizon 2020-funded iRead research and involves co-design workshops with educators and students to ensure cultural relevance. Its innovations include an AI-assisted authoring tool for teachers and expanded device support, making the system accessible to diverse global audiences. This is not fundamental science; it is applied development aimed at a practical, scalable product for the EFL market.

View original technical description
Navigo is an ambitious project designed to revolutionise how young learners across the globe acquire English as a Foreign Language (EFL). Leveraging the power of cutting-edge Artificial Intelligence (AI), Navigo combines innovative technology with world-class educational research to create an engaging, adaptive, and personalised learning experience. Building on the success of the Horizon 2020-funded iRead project, Navigo takes game-based learning to the next level. The project integrates advanced AI capabilities, including Large Language Models (LLMs), to deliver culturally adaptive content, real-time gameplay personalisation, and immersive narrative-driven experiences. By addressing key challenges such as engagement, motivation, and personalisation, Navigo ensures that young learners---particularly those aged 6--12---benefit from effective and enjoyable education tailored to their unique needs. Developed by fish in a bottle (FIAB), a leading UK-based digital innovation studio, in collaboration with University College London (UCL), Navigo draws on decades of expertise in game design, education, and AI research. The project's innovations include an AI-assisted authoring tool to streamline content creation, an adaptive narrative framework to enhance gameplay, and expanded support for multiple devices, making Navigo accessible to diverse audiences worldwide. Navigo is a response to the growing demand for high-quality EFL solutions that engage learners through purposeful play. The game is designed to empower children to build strong foundational language skills while fostering a love for learning. Through co-design workshops with educators and students, Navigo incorporates cultural insights and feedback to create meaningful, contextually relevant experiences. This transformative project has the potential to redefine educational gaming, setting a new standard for excellence in EFL instruction. By seamlessly blending technology and pedagogy, Navigo aims to create a lasting impact on learners, educators, and the wider field of game-based education.

View the original record at the funder ↗

Related Research

Grants with similar aims, by meaning.

Edutain - Adaptive Video Learning Platform
AI powered educational games generator for teachers
AI-powered Augmented-Reality NeuroGames Technology
Enable self service 'Serious Learning Game' creation for A'levels an T'levels
Learn.ink - building for scale

Original classification

Collaborative R&D

Plain English summaries and category classifications on this site are generated by AI and may not perfectly reflect the original research.