<< Background >>We applied for the Rising Polyglot Grades project to address the lack of inclusive, immersive, structured, and engaging language learning methods for youth with fewer opportunities, especially immigrants, newcomers, and marginalized young adults. Traditional methods often feel too rigid, unmotivating, and disconnected from real-life language use, making it hard for learners to stay motivated. Many also feel overwhelmed by the number of tools available, without guidance on how to start. Our goal was to create an immersive, role-playing-based, gamified learning method that builds confidence, supports real-life language use, and makes learning accessible and enjoyable. By combining storytelling, gamification, and practical challenges, we aimed to reduce anxiety and overwhelm, increase motivation, and support learners in gaining language skills that help them integrate and participate more fully in their community or with their language learning goals.<< Objectives >>The main objective was to develop an innovative, inclusive language learning method using role-playing and real-life scenarios to engage young adults with fewer opportunities. We aimed to increase motivation, confidence, and real-world communication skills through an immersive, gamified experience. By integrating storytelling, visual tools, personalization, and progressive learning tasks, we created a method that is both scalable and adaptable across languages and contexts. Another goal was to gather feedback from target groups (especially immigrants and marginalized youth) to ensure the method actually responds to their needs. The project aimed to bridge gaps in engagement, accessibility, practical language use and create a structure that helps clear out the noise of so many other language learning apps and resources, while supporting inclusion, creativity, and youth empowerment through new learning strategies.<< Implementation >>We implemented the project in several phases. First, we designed and distributed a research survey and received 40 responses from youth in language classes, schools, and Culture Houses. Informal discussions added insight into practical needs and barriers in language learning.Using these findings, we developed an initial draft and held weekly workshops over five weeks at a Sosped Culture House. In these sessions, youth reviewed game elements, tested example missions, and helped refine the structure of the guide. Their input shaped the first full prototype.In June, we ran a three day pilot with seven participants to test the story format, missions, and RPG mechanics. Participants then continued using the method independently for one month to see how the materials worked without coordinator support.Based on piloting and follow up feedback, we made major structural changes. We replaced the single large booklet per level with several smaller booklets, added optional templates and example materials, replaced the build it yourself vision board with a simple level map, and redesigned the levels so learners could choose the order of their missions. These changes created a clearer and more flexible framework.<< Results >>We developed a complete set of digital and printable language learning materials that combine storytelling, role play, and game based activities for levels A1 and B1. For each level, we produced six themed booklets, a starting story, an ending story, and a guide, available in English, Finnish, and Swedish.To support personalization and engagement, we created nine add on templates, thirty-six collectible patches, and a large set of world assets. These include one-hundred-twenty-eight maps, islands, and zoom in locations, along with one-hundred-sixty-six characters that learners can use in their missions.All materials were published openly on Sosped’s website, where users can download the booklets, templates, and a tutorial video that explains how to apply the RPG method in practice.We also launched a Discord server as an interactive community hub for educators, youth workers, and learners. It supports peer exchange, showcases examples, and encourages continued use and development of the RPG approach beyond the project period.
