Product examples

See the complete mastery loop.

Faculty choose the content and practice modes. Students work through real graphs, calculations, and applied questions. Mastery Reports summarize performance and evidence strength and may recommend a Concept Review before students return to practice.

See what faculty and students can do.

These demonstration snapshots show a Composer build, a ten-mode game, and Concept Reviews. They show how the games work, though some controls have changed since the screenshots were taken. These examples do not establish how much the games improve learning. See the current Composer workflow.

  1. PlayUse the selected mode
  2. DiagnoseRead the mastery evidence
  3. ReviewOpen the matched concept sheet
  4. PracticePractice the difficult concept
  5. MasterTry the questions again

Build the experience

Faculty control the content before students begin.

The Composer groups concepts into General Economics, Microeconomics, and Macroeconomics, each with its own color. Faculty can start from a course-area combination or select concepts directly, then choose learning-outcome coverage. The screenshots below predate those outcome controls; the coverage guide shows current choices.

Faculty Build Composer with Microeconomics selected in the course-area menu and Micro starter combinations displayed.

Choose a course area

With Microeconomics selected, the Composer shows starter combinations and individual concepts for that course area.

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Macroeconomics Composer inventory with Aggregate Demand selected and burgundy discipline accents on Macro concept cards.

Select the exact concepts

Aggregate Demand is selected while related Macro concepts remain available. Burgundy highlights identify the Macroeconomics concepts.

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Publish the game for your course

Composer games run as self-contained HTML files. For hosting, LMS embedding, and the limits of client-side answer-key hardening, use Faculty Resources.

Choose how students practice

Ten ways to play.

Faculty enable the modes that fit the assignment. After selection, the chosen Guide introduces the Quest; the Game Menu can replay that introduction, manage fullscreen, and show the rotating Daily Task as it progresses alongside normal play.

Mode-selection screen showing Standard Campaign, Timed Trial, Exam Drill, Quiz, Unlimited Practice, Legendary Mode, Score Attack, Trial by Graph, Fading Fortune, and Risk and Reward.

One menu, ten practice goals

The generated game displays only the modes enabled by the instructor. This demonstration build enables all ten. Availability in another build or collection depends on its content and settings.

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Standard Campaign

Full 30-room mastery progression with milestones, setbacks, saved progress, and checkpoints.

Timed Trial

A ten-minute run where correct answers advance and misses push the student back.

Exam Drill

Nine-question sections support answered/unanswered navigation, review, and revision before deliberate checkpoint commitment. Correctness stays hidden while the section is active, and artifact powers are disabled.

Quiz

A fixed 1-15 question run using the concepts already selected by the instructor.

Unlimited Practice

Adaptive practice that continues until the student ends the session and generates a report.

Legendary Mode

A full campaign built from mastery-level questions with checkpoints and no soft landing.

Score Attack

Accuracy, streaks, and speed build the score; misses reduce it.

Trial by Graph

A fixed run made only from audited questions where the graph is required.

Fading Fortune

Wrong choices disappear over time while the available value falls from 100 toward 25 points.

Risk & Reward

Students risk 10%, 25%, 50%, or all of their bankroll before the question appears.

Quiz setup dialog with a student-selectable question count from 1 through 15 and instructor-selected concepts kept fixed.

Quiz: choose the length

The student chooses 1-15 questions; the instructor's concept selection stays fixed.

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Trial by Graph question showing readable marginal cost, average total cost, and average variable cost curves with standard answer controls.

Trial by Graph

Every item requires its graph. This firm-cost question shows the mode identity, readable labels, and normal answer controls.

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Fading Fortune question after two wrong answer choices have disappeared, leaving two choices and a current value of 50 points.

Fading Fortune

The question began with four choices and 100 points. Two fades later, two choices remain and the available value is 50.

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Risk and Reward wager screen with a 1,000-point bankroll and choices to risk 10%, 25%, 50%, or all in before seeing the question.

Risk & Reward

The question remains hidden until the student locks a wager. A correct answer wins the stake; a wrong answer loses it.

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See the questions

More than generic text recall.

The Trial by Graph example above provides the graph-required evidence. These current screens add conceptual application, economic calculation, and checkpoint-level reasoning.

Calculation question asking the student to compute a four-firm concentration ratio from five market shares.

Economic calculation

This item requires the student to compute a four-firm concentration ratio from market-share data.

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Checkpoint question following the cinematic guardian introduction, using a short higher-difficulty scaffold tied to an eligible learning objective.

Checkpoint evidence

Each checkpoint opens with a guardian introduction, followed by a short set of questions on the learning objectives. When there is enough information, the introduction mentions an area the student has struggled with.

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Diagnose mastery

Mastery Report 2.0 turns a run into a next step.

The report shows how the student performed and how much information the game has to judge that performance. It can suggest a Concept Review for an area that needs work. In this example, the student struggled with scarcity and questions that asked them to apply a concept.

Mastery Report showing Scarcity as the weakest concept, a button to open its Concept Review, and a next move to practice Application questions.

Diagnosis connected to a resource

The report recommends the Scarcity Concept Review based on the student's answers. After reading it, the student can return to the game to practice.

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Collect the evidence

A student can download the run data as a CSV.

This is an actual Unlimited Practice export from a deliberately varied demonstration run. The run includes correct answers, streaks that increase difficulty misses, Repair, Bridge, Retest, graph and application items, response-time evidence, and rapid-guess events so faculty can inspect what the downloadable record contains.

29counted attempts
66%final accuracy
6longest streak
3rapid-guess events
4m 17srun time

One export, multiple kinds of evidence

This retained demonstration file contains 41 columns of event-level telemetry. The preview below shows a small set of actual rows and the fields faculty are most likely to inspect first. Current public and classroom Managerial games have a current 88-column local schema; consult the Telemetry Data Dictionary. Rapid-guess events are logged, but they do not increase the counted-attempt denominator.

Event Attempt Concept Question form Difficulty Outcome Response Adaptive route
Question2MarginalApplicationEasyCorrect6.9sDiversify
Question20Models And AssumptionsApplicationRepairMiss11.5sRepair
Question8Scarcity TradeoffsApplicationBridgeMiss2.1sBridge
Question10Scarcity TradeoffsApplicationEasyCorrect9.5sRetest
Rapid Guessing15Micro Versus MacroApplicationEasyRapid guess0.8sNon Engaged
Unlimited Ended By Student29——RepairRun ended—Unlimited_Ended_By_Student
Private by default. The game does not automatically send this file to Mastery Quests or to the instructor. The student chooses to download it and submits it only when the course workflow requires evidence.

From Student Results to Class-Level Feedback

Collect Mastery Reports and game-data CSVs through your LMS, then open Class Answer Analysis to combine the files. Compare topics and learning objectives, check the response counts, and open questions to see the choices students selected.

Synthetic demonstration: these screenshots use six invented game runs with 48 accepted responses and 20 correct answers (42%). They illustrate the functioning tool and contain no student records.

Synthetic class overview: six game runs, 48 responses, 42 percent accuracy, learning-objective results and questions to review.
Synthetic data: compare the overview and learning objectives, then inspect questions with lower accuracy. Counts help distinguish a broad pattern from a small sample.
Synthetic tax-incidence question: all 12 responses chose the more elastic side, while the less elastic side is identified as correct despite receiving zero selections.
Synthetic data: the correct choice is identified even when nobody selected it. Use the answer distribution to plan a discussion and check students’ reasoning.

Copy the class summary, review its sample-size qualifications, and adapt the wording for your course. The response patterns can guide classroom questions and additional practice; faculty judgment is needed to understand why an answer was selected. Files stay in your browser.

Review the concept

One page, then back to practice.

Concept Reviews provide a concise explanation, recognition cues, a common mistake, a worked example, and a check-yourself prompt. These previews show the review sheets students can open from their reports.

GEN-ECON-01 Scarcity Concept Review with Core Idea, How to Recognize It, Watch Out, Worked Example, and Check Yourself sections; no graph is present.

Scarcity

The non-graph sample repairs the core relationship among limited resources, choice, and tradeoffs before the student returns to the game.

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MICRO-04 Price Elasticity of Demand Concept Review with recognition cues, a common mistake, a midpoint-elasticity worked example, a labeled demand graph, and a check-yourself prompt.

Price Elasticity of Demand

The graph-based sample combines the midpoint calculation with a labeled demand curve and a worked interpretation of elastic demand.

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Return and master it

After the review, try the questions again.

After reading the one-page review, students return to the game to practice the concept. Repair questions revisit the basics, Bridge questions help students apply them, and another round of practice shows how they are doing.