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Are you asking for a description of what the modules would look like and/or how the manual pages would read? Since it only just occurred to me, I haven't given it a lot of thought, but I'll think on it and post an idea or two.
Keypads for example - the challenge there is that the symbols are unfamiliar to most people and are similar enough to each other to make describing them confusing. Simply changing the symbols to numbers, letters, geometric shapes, or easily recognizable symbols (e.g. car, house, cat, star) would make that more accessible to the youger set.
Morse code: instead of a word, could just be one letter and instead of a frequency, it could correspond to a simple channel number. This could also ramp up in difficulty (i.e. two letter words, three letter words)
Who's On First: the challenge comes from the need to communicate with words that have similar sounds, spellings, meanings - or words that you might use in to communicate with players. Those could be changed to less similar words. (e.g. frog, sun, hat chair). A good source for this would be a list of what are known as 'sight words'.
Those are some quick examples that come to mind. Upon reflection; since these use existing modules, they might also help more casual players learn some of the mechanics and ramp up to the more challenging, existing modules.
I like the idea of modules from the community though. So if we all come up with some simple module ideas, we could create a github repo and get together making these. It would be a great opportunity for those that want to start modding but haven't used Unity or C# before.
(I'm also a professional writer and games designer so if anyone does take a crack at this and needs a hand with those aspects, please hit me up!)