Hangman Spelling App: A Supportive and Engaging Tool for Literacy Learning

Introduction

Hangman is a classic word-guessing game that promotes spelling, vocabulary, and reasoning skills through playful, low-pressure challenges. This digital version has been thoughtfully adapted for educational use in UK classrooms and homes. With a clean interface, British English audio, and layered support for different abilities, it provides a fun and flexible way for learners to practise phonics, spelling patterns, and word meanings.

This app builds on the traditional hangman format by adding accessibility, vocabulary support, and classroom-appropriate safeguards, making it suitable for use by educators, parents, and learners alike.


Features and Benefits

1. Easy Start and Smooth Replay

  • Intro/start screen with a single “Start Game” action → Enables quick onboarding for independent use in classrooms or at home.

  • New game controls available at all times, including from the definition pop-up → Allows for seamless game resets without breaking learning flow.

  • Clear endgame messaging with win/loss announcements and full-word reveal → Provides closure and ensures the word is always learned, even after an incorrect guess.

2. Customisable Challenge for Differentiation

  • Three difficulty levels (Easy, Medium, Hard), selectable via the “Level” tri-state toggle button → Supports a wide range of learners, from early readers to confident spellers.

  • Multiple input styles:

  • On-screen A–Z keyboard for letter-by-letter play

  • Whole-word guessing via a text box with “Submit” button and Enter-key support → Encourages both decoding and prediction, catering to different learning preferences and abilities.

3. Multi-Sensory Feedback for Stronger Learning

  • Visual hangman progression with a hand-drawn style → Boosts motivation through clear, game-like cues.

  • Immediate visual feedback on letter choices, with distinct styling and animations → Reinforces correct/incorrect guesses and discourages repeated errors.

  • Audio feedback throughout gameplay, including spoken confirmation of right or wrong guesses → Strengthens memory and engagement through dual coding (visual + auditory), particularly helpful for emerging readers and some SEND pupils.

  • British English voice using standard UK letter names (including “zed”) → Aligns with phonics teaching in UK classrooms and avoids confusion with US pronunciations.

4. Vocabulary Development Beyond Spelling

  • Definition lookup for the completed word, shown in a pop-up window (Note: Dictionary is US English) → Transforms each round into a vocabulary-building opportunity. Note: Some words may not be available for definition. You can copy and paste them into a browser for more information. You can also paste any word from the definition into a browser to learn more.

  • Read-aloud definitions with a dedicated control → Supports learners who struggle with reading or pronunciation, enhancing understanding and oral language skills.

  • Automatic stopping of speech when the definition pop-up is closed → Maintains a quiet and manageable audio environment, especially valuable in shared or classroom settings.

5. Safeguarding and Appropriate Use

  • Clean-language safeguard for whole-word guessing → Filters inappropriate input and supports safe use in school environments.

  • Leetspeak/character substitution normalisation (e.g., “0” → “o”) → Helps prevent attempts to bypass language checks using number-letter replacements.

6. Device-Friendly Design and Accessibility

  • Mobile-friendly layout and scrolling behaviour → Enables reliable use on tablets and phones, with scrollable keyboard and definition pop-up areas that don’t disrupt gameplay.

  • Touch-screen support via the on-screen keyboard → Accommodates learners who prefer tapping over typing, improving accessibility for younger users or those with motor difficulties.


Ideal Audiences and Use Cases

This app is particularly well suited for:

  • Primary teachers and teaching assistants: Use in starter or plenary activities to reinforce weekly spellings or topic vocabulary.
  • Parents and carers: Support reading and spelling practice at home with short, engaging sessions.
  • Mixed-ability groups: Adjustable difficulty and flexible input methods enable inclusive participation.
  • Learners needing reinforcement: Audio cues and visual feedback aid learners who benefit from multi-sensory approaches, including some with SEND.

Conclusion

This Hangman app takes a familiar, enjoyable game and enhances it with educational value, accessibility, and safeguarding features. Its multi-sensory feedback, vocabulary support, and flexible settings make it an effective tool for spelling and language development across a range of abilities.

Designed with both classroom and home use in mind, the app is quick to start, easy to navigate, and engaging to play. Making it a practical and purposeful addition to any literacy toolkit.

Note: This app is in development; features and access may change:

  • 16/12/2025 Changed font to Atkinson Hyperlegible (crafted for low-vision readers), word banks revised, word levels normalised, word guess length validation gate added (reducing spurious inputs).
  • 17/12/2025 Added messages to the word input box to temporally replace ‘Type a word guess’ (placeholder), in the instances of word guess length errors and sweary or offensive inputs. Also the input box pulses, drawing the attention of the user, which visually reinforces the same spoken message (useful when sound is turned down or the user is hearing impaired). Removed the redundant ‘Or guess the whole word’ text, above the word input box and shortened the text ‘Wrong letters/guesses’ to just ‘Guesses’. Also greatly added to the data-frame of offensive words.