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Article

ASL Recognition and Game-Based Interaction: A Machine Learning—Driven, Gamified and Accessible Vocabulary Learning System for Deaf Learners

1
Department of Languages and Cultures, West Chester University, West Chester, PA 19383, USA
2
Department of Computer Science, West Chester University, West Chester, PA 19383, USA
3
School of Computing and Information Systems, Faculty of Science and Technology, Athabasca University, Athabasca, AB T9S 3A3, Canada
*
Authors to whom correspondence should be addressed.
Computers 2026, 15(5), 299; https://doi.org/10.3390/computers15050299
Submission received: 17 February 2026 / Revised: 26 April 2026 / Accepted: 27 April 2026 / Published: 7 May 2026

Abstract

Digital learning tools for American Sign Language (ASL) often lack the interactive depth necessary to engage learners effectively. This paper introduces a novel, browser-based word search game designed to facilitate ASL vocabulary familiarization through gamified interaction. The system employs a two-tier architecture consisting of a React-based frontend and a Flask-based backend. At its core, the application integrates a lightweight, skeleton-based Isolated Sign Language Recognition (ISLR) model, utilizing a Stacked Transformer-based Spatial-Temporal Attention Network to enable real-time webcam-based word entry during the configuration phase. This model, trained on the WLASL-100 dataset, achieves a Top-5 test accuracy of 88.48% with an average model inference latency of 141 ms, enabling real-time webcam input without proprietary hardware. Furthermore, we implement a constraint-satisfaction puzzle generation algorithm that achieves a 100% success rate in creating interlocked, multi-directional grids. Our results demonstrate that merging computer vision with pedagogical game mechanics provides an accessible, high-performance tool for the Deaf and Hard-of-Hearing (DHH) community, bridging the gap between static instruction and active linguistic practice.
Keywords: american sign language; gamified learning; word search puzzle; computer vision; accessibility; educational technology american sign language; gamified learning; word search puzzle; computer vision; accessibility; educational technology

Share and Cite

MDPI and ACS Style

Amiruzzaman, S.; Batchu, R.M.; Amiruzzaman, M.; Ngo, L.; Dewan, M.A.A. ASL Recognition and Game-Based Interaction: A Machine Learning—Driven, Gamified and Accessible Vocabulary Learning System for Deaf Learners. Computers 2026, 15, 299. https://doi.org/10.3390/computers15050299

AMA Style

Amiruzzaman S, Batchu RM, Amiruzzaman M, Ngo L, Dewan MAA. ASL Recognition and Game-Based Interaction: A Machine Learning—Driven, Gamified and Accessible Vocabulary Learning System for Deaf Learners. Computers. 2026; 15(5):299. https://doi.org/10.3390/computers15050299

Chicago/Turabian Style

Amiruzzaman, Stefanie, Raga Mouni Batchu, Md Amiruzzaman, Linh Ngo, and M. Ali Akber Dewan. 2026. "ASL Recognition and Game-Based Interaction: A Machine Learning—Driven, Gamified and Accessible Vocabulary Learning System for Deaf Learners" Computers 15, no. 5: 299. https://doi.org/10.3390/computers15050299

APA Style

Amiruzzaman, S., Batchu, R. M., Amiruzzaman, M., Ngo, L., & Dewan, M. A. A. (2026). ASL Recognition and Game-Based Interaction: A Machine Learning—Driven, Gamified and Accessible Vocabulary Learning System for Deaf Learners. Computers, 15(5), 299. https://doi.org/10.3390/computers15050299

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