Where kids speak English,not just study it.

Your child orders at the café, helps a little sea turtle and joins in games, all just by talking. The island listens and answers at their level.

Sam
Sam

What would you like?

Juice, please!

said out loud
Pip

Illustration of the game, which is in development.

How a visit works

  1. Sam
    Sam

    What would you like?

    1

    Someone asks

    An islander asks a simple question.

  2. Juice, please!

    said out loud
    2

    Your child answers out loud

    No typing and no reading. A few words are enough.

  3. 3

    The island answers back

    The juice arrives, Pip cheers, and the story moves on.

Sam

Start with one word. Grow into sentences.

  1. 1Starting outOne word is enough.

    Sam: What would you like?

    Juice.

    said out loud
  2. 2Getting thereSam gives an example to copy.

    Sam: Can you ask me nicely?

    Juice, please.

    said out loud
  3. 3ConfidentTwo things in one sentence.

    Sam: Anything else?

    Can I have juice and a hamburger, please?

    said out loud

An illustrated example. Every child moves at their own pace.

Real reasons to talk

Sam

Can I have juice, please?

said out loud
Order

Ask Sam for a drink.

Pip

Pip wants water!

said out loud
Help

Get Pip some water.

Dani

Can I play too?

said out loud
Join

Ask to join the game.

They learn it by using it.

Children learn a language by using it for something that matters to them. Every mission on the island needs a few words said out loud: asking, choosing, helping, joining in. When a child gets stuck, the island offers a hint, a picture or an example, then lets them try again.

Why this approach

Learning through tasks

Children use English to get something done, not to recite it.

Real situations

Words and phrases come up where they make sense: at the café, on the beach, on the trail.

Support that adjusts

Hints, examples and difficulty go up or down with each answer.

Phrases that come back

Useful phrases return in new places, so they stick.

This is how the game is designed. The beta is where we find out how well it works.

Background reading: British Council · Task-based learning · Council of Europe · Action-oriented approach

A whole island to explore

Sunny Cove

Tap a place.

Examples. More places and missions are on the way.

Meet the islanders

Tap a face to see what they ask.

  • Maya

    Which way should we go?

  • Sam

    What would you like?

  • Dani

    Want to join us?

  • Leo

    Can you help me?

Be one of the first families

We're opening Chat Island to a small group of families while we build it. Leave your email and we'll be in touch when there's a place for you.

What to expect before a session →

Their first island adventure starts with you.

Leave a parent’s email. We’ll share the details when there’s a suitable beta opening.

Questions parents ask

Who is it designed for?

It's designed for children around 7 to 12 who aren't yet confident speaking English. Every child learns differently, so we'll talk with you about whether the beta is a good fit for yours.

Does my child need to read English?

The design is voice-first, using spoken examples and visual cues rather than relying on English reading. The beta will test how well that works for beginners.

What device will we need?

The intended format is a browser game with a microphone. We’ll confirm supported devices and browsers with each beta invitation rather than promise that every phone or tablet works.

Is the beta free?

There is no payment on this website. Any participation terms or costs will be made clear with the invitation, before you choose to take part.

Are the characters real people?

No. They are fictional island characters. Speech and AI services help them understand your child and answer, and like any AI, they sometimes get things wrong. Before you decide, the beta invitation explains which services we use and how voice data is handled.