A vocabulary-games layer for Form 1–3 students (Tingkatan 1–3, not yet on the exam track) — built to fill the six empty days between weekly teacher-released lessons with a daily habit and a growing word bank.
A teacher releases roughly one 10-minute lesson per week. Students finish it fast — then six empty days.
These activities fill them with light, replayable vocab games. The loop shifts from "exam transfer" to habit + vocab bank.
Every game reads only from released or evergreen content — never from a locked upcoming lesson. No way to peek ahead.
A Wordle-style 5-letter puzzle — the same word for everyone at a form level each day, so it reads as a shared daily ritual.
Every word learned from any game or lesson lands in a personal collection the student watches grow. Not a game — a progress surface.
Hear the word in the AI lesson voice, then type the spelling. A stealth Paper 4 listening drill years before students meet it.
Guess the hidden word before six balloons pop — a friendlier fiction than hangman for 13-year-olds.
A new 5×5 crossword every day, shared by the whole form level — a full year of puzzles, so nothing repeats. Grid on top, clue strip and keyboard within thumb reach.
Every game plugs into the same underlying systems, so they feel like one arcade rather than five separate toys.
A shared intro card appears the first time a student opens any game and is reopenable from a ? button — so no game has to be figured out from the board.
XP is weighted toward speaking (~3×) and silent games are daily-capped, so the word games can't cannibalise real speaking practice. Any leaderboard would rank effort, never scores.
Words won in any game deposit into the Word Bank and log to the teacher dashboard's "Extra practice" column — separate from the graded weekly classwork mark.
Lessons stay calm; the arcade gets the v7 loud identity — Electric Blue, Archivo Black scores, 2px ink outlines, hard offset shadows, popping balloons.