Translate an award-winning literacy app to your language.

Curious Learning is an MIT-affiliated nonprofit that creates free, open-source software to ensure that anyone with a smartphone can learn to read.

Over the past few years, we have shown that kids can teach themselves to read by playing with a collection of scientifically-curated games. Now, we’re organizing volunteers to localize the first of these games into 100+ high impact languages.

We are seeking bilingual, native speakers of African, Asian, and Indigenous languages to volunteer to translate and localize our content!

Why does this matter?

  • Literacy is life-changing: It increases earning potential by ⅓ and unlocks digital learning and employment.

  • Children learn to read with apps: Our research has shown that even children with no access to school can learn to read from mobile learning games.

  • We’re distributing these games to millions: We’re building partnerships around the world to share these games for free through governments, NGOs, employers, and tech companies.


What Is Required?

  • Bilingual fluency: native speaker of non-english language, fluent in English.

  • 10 Hours: Willingness to commit 10 hours towards written translation and localization, and/or audio recording and review.


What will I actually do?

The full process is described in our localization manual, here. It breaks into two key stages: 

  • #1 Written Translator and Localizer: (1) Translate the app from English to your native language. (2) Localize the words to maintain the literacy game’s logic. (3) Review to ensure accuracy.

    Example (depicted below): Children are prompted to listen to an Arabic word and drag the matching written word into the monster's mouth. The volunteer's task would be to translate from Arabic into his or her native language.


#2 Speaker for Audio Recording: (1) Provide an audio recording of the content curated by the Written Translator and Localizer. (2) Listen to the audio recording to ensure accuracy in pronunciation and accent.

Example (not depicted): If the level's purpose is to teach a child about rhyming words, like "bat" and "cat," the volunteer would focus on choosing two words that rhymed in his or her native language.


What are we translating and localizing?

We are starting with Feed the Monster, an award-winning game created for Syrian children who cannot attend school. The game has 70+ levels of phonics-based learning that brings children through the fundamentals of literacy.