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Language & Culture — How Many?

3 min read

Most language-learning pages give you a table to read. This hub gives you the sound. The two English listening games below are the core of what makes this section different — hear a spoken word, identify the picture, no translation involved. The research behind that design choice is explained in the addendum at the bottom of this page.

New alongside the games: the Emoji Playground — a typewriter that retells any text in emoji, and a saying maker for building ⏰🪰-style rebus puzzles, the same game our YouTube Shorts play. Beyond that, the hub covers days of the week, months of the year, numbers 1–10 and the alphabets of the world across more than 20 languages, each with pronunciation audio. All of it is free, device-saved where relevant, and works without an account.

🍎 Language teachers — our listening games are designed around dual-coding and cognitive load theory. for the research behind the design.

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Start here · 300 words · 12 categories

The 300 Word Game — English Listening

Animals, food, people, vehicles, nature, numbers, feelings and more. Hear the word, tap the picture. Adapts to your level. Four family profiles. Works on any device, no sign-up.

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Step up · 400 words · 18 categories · up to 8 choices

The 400 Word Game — Advanced Listening

Sports, jobs, colours, emotions, fashion, music vocabulary and more. Faster speed, more choices, harder words. Built for learners who've outgrown the basics.

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New · 3 tools · as seen on our YouTube Shorts

The Emoji Playground

A typewriter that retells any text in emoji, a maker for ⏰🪰 = TIME FLIES rebus puzzles with downloadable share cards, and the decoder for what emojis really mean.

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Days of the Week

10 language pages

Monday through Sunday with pronunciation audio. Includes the planetary naming history most teachers skip.

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Months of the Year

16 language pages

All 12 months across many languages — from French Janvier to Japanese numbered months to Polish's ancient Slavic names.

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Numbers 1–10

10 language pages

The foundation of any language. Count to 10 in major world languages with audio — including Mandarin tones and Arabic right-to-left numerals.

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Alphabets of the World

5 alphabet pages

From Hawaiian's 13 letters to Arabic's 28 cursive forms — count the letters, copy the symbols, and see why each alphabet is the size it is.

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Language by the Numbers

3 pages

How many languages exist, how many words English holds, and why a board game is named after a Roman crossroads.

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Food & Cuisine

12 pages

Calorie counts, serving sizes and culinary facts. The vocabulary of cooking is the vocabulary of daily life.

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🎧English Listening Games2 pages

🧩Emoji Playground3 pages

🗓️Days of the Week10 pages

📅Months of the Year16 pages

🔢Numbers 1–1010 pages

🔤Alphabets of the World5 pages

🌍Language by the Numbers3 pages

🍽️Food & Cuisine12 pages

Did You Know?

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Monday is Moon-day

In English it is Moon-day. In French it is Lundi (from Latin luna). In Japanese it is Getsuyōbi (月曜日 — literally moon-weekday). Seven languages, seven planets, one ancient system that most people use daily without realising it.

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The shortest alphabet has 13 letters

Hawaiian gets by with just 13 letters — and missionaries deliberately voted some out in 1826. Arabic, at the other end, has 28 letters that each change shape depending on where they sit in a word. Our Alphabets pages let you tap through both.

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Polish kept its own month names

While most European languages borrowed Latin month names (January, Janvier, Janeiro), Polish kept ancient Slavic descriptors: Styczeń means "the cold one", Luty means "the harsh one", Sierpień means "the harvest month".

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The rebus is older than the alphabet

Egyptian hieroglyphs used pictures for their sounds, not just their meanings — the same trick that lets 🐝🍃 spell "believe" today. Our Emoji Saying Maker runs a 5,000-year-old algorithm with a modern keyboard.

Addendum

Why audio-first learning works — and why a game is better than a flashcard

The standard vocabulary-learning loop has a design flaw. You see a word in your target language, look up its translation, read the definition in your native language, and then try to commit the link to memory. The problem is that your brain never builds a direct connection between the sound of the word and the thing it refers to. It builds a connection between two pieces of text — which means every time you hear the word spoken, you have to route it through a translation proxy before you understand it. That half-second of translation is exactly what makes fluent listening feel out of reach.

The listening games here bypass that proxy entirely. You hear a spoken word and you select a picture — no text, no translation, no native-language intermediary. The brain is forced to build a direct neural link between the acoustic signal and the concept. This is the mechanism that Paivio's Dual-Coding Theory (1971) describes: verbal and visual information are processed in separate channels, and learning is most durable when both channels are activated at once by the same event. Hearing "basketball" while looking at 🏀 is a richer encoding than reading "basketball = baloncesto" will ever produce.

Mayer's Cognitive Theory of Multimedia Learning (2002) adds a practical constraint: working memory is limited, and anything on screen that isn't the audio signal and the pictures is competing for the mental resources you need for the actual task. This is why the games have no translation boxes, no vocabulary lists, no decorative panels. Every removed element is cognitive load returned to the learner. Sweller (1988) called this principle extraneous load reduction — the design job is to eliminate everything that doesn't directly serve the learning objective.

Krashen's Input Hypothesis (1982) provides the third pillar. Acquisition happens when you receive comprehensible input slightly above your current level — what Krashen called i+1. The adaptive level system in both games operationalises this directly: three correct answers raises the level (harder words, faster speech, more choices), one miss lowers it. The game continuously hunts for the edge of your comprehension and sits there.

There is also a practical argument for games over static pages in the current web environment. A table of vocabulary translations can be summarised by an AI assistant in one sentence. An interactive game that speaks words at you, responds to your answers, tracks your missed words, varies the voice and the speed, and remembers your progress across sessions cannot be replaced by a text summary — because the value is in the doing, not the knowing. The 700 spoken words across these two games exist to be heard and identified repeatedly, not read once. That distinction is the whole point.

Foundational references

  • Krashen, S. (1982). Principles and Practice in Second Language Acquisition. Pergamon Press. — The input hypothesis and the requirement for direct, meaningful L2 intake.
  • Mayer, R. E. (2002). Multimedia Learning. Psychology of Learning and Motivation, 41, 85–139. — Dual-channel processing and split-attention effects in interface design.
  • Paivio, A. (1971). Imagery and Verbal Processes. Holt, Rinehart and Winston. — Multi-sensory visual-verbal tracking and the case for image anchors.
  • Sweller, J. (1988). Cognitive Load Theory, Learning Difficulty, and Instructional Design. Learning and Instruction, 4(4), 295–312. — Extraneous load reduction as a design principle.

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