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Want to feel what your students feel?

Try Chapter 0 yourself — 10 minutes. It's the best way to understand the game's pedagogy.

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What is Cambio?

Cambio is a voice-first English-learning adventure for Hebrew-speaking children aged 8-12. Kids unfreeze a frozen town by speaking English to its inhabitants — a dragon companion (Apollo), townspeople, animals. The game is built on the principle that kids learn languages best when they use them to get things done, not when they study them.

The pedagogy in plain words

① Voice-first

Every interaction is spoken. No typing, no tapping the right answer. Kids must actually say the word.

② Comprehensible input

Visuals + context make every sentence guessable. Kids understand before they speak — like babies do.

③ Embodied growth

Apollo (the dragon) grows as the kid grows. He starts small, learns alongside them, and reflects their progress back.

④ Invisible assessment

Kids never see a test. Every voice attempt teaches us their level — automatically, without anxiety.

The chapters

CHAPTER 0

The Stone Chamber

A 10-minute prologue. Kid meets Apollo, learns the voice mechanic, escapes a dungeon by speaking basic English. Sets their baseline fluency score.

CHAPTER 1

The Frozen Bakery Street

The first town chapter. Kid unfreezes four townspeople (baker, child, grandma, dog walker) by speaking specific "wake words". Learns nouns, simple verbs, greetings.

CHAPTER 2

The Sleeping Park

6-room park. Kid finds Pim — a missing friend — by helping each napper wake up. New mechanic: climbing. Vocab grows to "climb", "tree", "rock", "bridge", "friend".

COMING SOON

Chapter 3 & beyond

Schoolyard chapter (interactions with peers), kitchen chapter (verbs of action), more advanced grammar. New chapter shipped every ~3 weeks.

How the fluency score is calculated

Each student's score (0–100) is a weighted average of 8 measures of real-world English use. The score is grounded in research on second-language acquisition.

  • NPC comprehension — % of utterances the game understood on the first try (25%)
  • Sentence complexity — average words per sentence + use of "and / but / because" (20%)
  • English commitment — 100% minus the Hebrew-fallback rate (15%)
  • Vocabulary breadth — distinct English words used (10%)
  • Task success — chapters completed (10%)
  • Speech rate (WPM) — words per minute, signals automaticity (8%)
  • Pause profile — frequency of long pauses (>1s), signals hesitation (7%)
  • Repair behavior — % of clarification retries that succeed (5%)

The Chapter 0 baseline is the kid's score at the moment they finish Ch0. Their progress is always shown as "current score vs baseline" — that's the most honest measure of growth.