Уӕ бон хорз
I have been wracking my brain for some time about how to approach this subject, because there are a lot of different and separate variables that combine in this relatively new approach of mine. The concept is to develop a short-form syllabus, in any potential language being learned, within the sphere of video games. Video games are the perfect medium for several reasons, namely that they are hugely popular with younger generations, and they generally allow easy modification to suit user needs. There is also the reality that most youth across the globe live in some iteration of the digital-age; no language can survive if there aren't successive generations who continue to learn it, to inherit the wisdom and traditions, so I would argue we need to embrace the technology they use, in tandem with the traditions that continue regardless of exposure to the digital-age.
To that end, with the assistance of a buddy, I have been building an Иронау syllabus for the game World of Tanks. Any game could be used, depending on the preference of the learners, 'tanks is just a game we like to play anyways, so it makes sense to stick with something that I as the the learner am already motivated to participate in. The structure of most games will allow for rote memorization just by playing, then it comes down to building/tailoring the syllabus. One thing I learned in my former career as a soldier is that brevity can make or break an action, that is why I am writing this under con-langs; trimming down potentially complex information to be effective in a fast paced game is not academically strict and there is some flexibility in naming conventions.
As an example, in World of Tanks, we encounter fast, agile vehicles used for scouting and reconnaissance, so we designate them барӕг, literally meaning (horse)rider. From there, we can expand on that nominative case usage to indicate if we see them doing something specific, in which case барӕг is inflected in the genitive case, and becomes барӕджы, the 'ы' case ending always changes '-г-' to '-дж-'. You can see that with a little research, and a sprinkle of creativity, you can create an effective syllabus and expand your understanding of your target language all while having fun gaming.
After you get comfortable with simple designations, you can expand the library in any direction you want. I include designations for locations, movement/action types other than scouting. My friend and I alternate who decides the strategy for a battle, so I include mission task verbs, which is a ubiquitous military term meaning single verbs that convey the essence of your task. In 'tanks usage these would be terms such as хъахъхъӕнын 'defend', размӕ 'to the front', with the meaning of attack, and so on. For locations, I include not only obstacles, but descriptors of where tanks are in relation to said obstacles.
Locations Location Descriptors
City - горат Above - уӕлӕ/лe* *if next word starts with ӕ
Ravine - ком In front - разӕй
Gorge - aрх Inside - мидӕг
Barrier - бру Below - бынӕй
Tree(s), copse but also potentially forest - бӕлас(тӕ) Across - Фалӕ
In addition, there is another ubiquitous military technique, the 'clock-ray method', that we use as well. It works by placing an imaginary clock over a reference point, yourself or an object near what you are describing, and then drawing a line from your reference object towards the enemy and their corresponding number on the imaginary clock. An enemy(знаг) to my direct front would be at my 12 o'clock, or 'дыууaдӕс сахат'. I believe this method of learning-integration has the potential to offer a learner a huge boost in confidence, if for no other reason than that is what it has done for me.