EIPify.

Early intervention, in short spoken games

Skills grow in five minute sessions, not screen time

EIPify turns Cognitive, Communication, Intraverbal, and Academic goals into short, hands on games a child plays with a parent or therapist, bilingual in English and Arabic, built around how early learners actually respond.


Four domains

Four ways we build the same skill everyone needs

Every game is filed under one domain, so progress is legible: to a parent at the kitchen table, and to a therapist writing a session note.

COG

Cognitive

Sorting, matching, sequencing, and problem solving games that build the reasoning skills underneath everything else.

COM

Communication

Requesting, labeling, and turn taking, practiced out loud, because the goal is a spoken skill, not a tapped answer.

INTV

Intraverbal

Fill in the blank and question and answer exchanges that move a child from prompted speech toward conversation.

ACAD

Academic

Early literacy and numeracy games sized for a first grade classroom or a first attempt at either.

Inside one game

A session is three small moments, repeated

Every game, regardless of domain, follows the same shape a therapist would use at a table: a clear prompt, room to try, and reinforcement that's specific to the response.

01 · Prompt

The game asks, once, clearly

A single spoken instruction with a visual anchor. No stacked instructions, and nothing a child has to read.

02 · Try

The child responds, in their own time

Touch, point, or speak. The game waits, and gently prompts again before it offers an answer.

03 · Reinforce

Feedback names what worked

Reinforcement is specific to the attempt, not generic praise, and every attempt is logged for the next session.

COM · 07

Name it back

Listening for a response
COM · 07

Name it back

One more prompt offered
COM · 07

Name it back

Logged: independent response

One app, two directions

Built bilingual, not translated after the fact

English and Arabic sessions share the same game logic and progress log. Layout, type, and reading direction all flip properly, because a family shouldn't get the second best version.

Sample prompt card

"Point to the one that's the same."

"أشِر إلى القطعة المطابقة."

Same game, same log, same difficulty curve. The child never plays a lesser version in either language.

Who it's built with

Two people at the same table, two different needs

At home

For parents & caregivers

Short enough to fit before school, gentle enough that a hard day doesn't feel like a missed one.

  • Five minutes per session
  • Plain language progress summary
  • No streaks, no guilt for a skipped day
In practice

For ABA & speech therapists

A tool that fits inside a real treatment plan, with data you can actually bring to a review.

  • ABA aligned prompting hierarchy
  • Per domain trial data, exportable
  • Configurable reinforcement schedules

The paper trail

What a session leaves behind

Every game closes with a short, legible log, the same shape whether it's read by a parent tonight or a therapist next week.

Session log

COM · 07
GameName it back
Duration4 min 40 s
Prompts used1 extra prompt
Independence4 of 5 trials
Next sessionIncrease set size