
Choose a course area
Microeconomics is selected, so only Micro starter combinations and concept cards belong in the working view. The selection sits above the faculty's granular concept controls.
Open full screenshotCurrent system evidence
Faculty choose the content and practice modes. Students work through real graphs, calculations, and applied questions. Mastery Report 2.0 identifies the weak signal, opens a targeted Concept Review, and points students back to practice.
Every screen below comes from the current Faculty Build Composer, its generated ten-mode game, or the current one-page Concept Review library.
Build the experience
The Composer now separates General Economics, Microeconomics, and Macroeconomics, then applies the matching discipline accent to the concept inventory. Faculty can start from a course-area combination or select concepts directly.

Microeconomics is selected, so only Micro starter combinations and concept cards belong in the working view. The selection sits above the faculty's granular concept controls.
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Aggregate Demand is selected while related Macro concepts remain available. The consistent burgundy accent makes the active discipline visually explicit.
Open full screenshotPortable deployment
A Composer-generated Mastery Quest can be published as one HTML file and embedded in an LMS without a backend server. Published questions use hashed correct-answer representations rather than plain numeric answer indexes. Like any client-side application, the game remains technically inspectable, but the practical path to a live question runs through the LMS source tree, iframe execution context, adaptive runtime state, and hashed answer verification instead of an exposed answer key.
Published question records do not expose the correct choice as a simple a: 2-style index. The game verifies the selected answer against a stored hash.
When the game runs inside an LMS iframe, browser developer tools first expose the LMS application, its source tree, and frame boundaries. Reaching the active Mastery Quest question requires deliberate runtime inspection rather than casual source browsing.
This is practical answer-key hardening, not server-side exam security. A determined technical user can still inspect client-side software. The goal is to remove the easy answer-key shortcut while preserving a portable, faculty-controlled deployment model.
Choose how students practice
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.

The generated game displays only the modes enabled by the instructor. This current build enables all ten, including the three newest mechanics.
Open full screenshotFull 30-room mastery progression with milestones, setbacks, saved progress, and checkpoints.
A ten-minute run where correct answers advance and misses push the student back.
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.
A fixed 1-15 question run using the concepts already selected by the instructor.
Adaptive practice that continues until the student ends the session and generates a report.
A full campaign built from mastery-level questions with checkpoints and no soft landing.
Accuracy, streaks, and speed build the score; misses reduce it.
A fixed run made only from audited questions where the graph is required.
Wrong choices disappear over time while the available value falls from 100 toward 25 points.
Students risk 10%, 25%, 50%, or all of their bankroll before the question appears.

The student chooses 1-15 questions; the instructor's concept selection stays fixed.
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Every item requires its graph. This firm-cost question shows the mode identity, readable labels, and normal answer controls.
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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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The question remains hidden until the student locks a wager. A correct answer wins the stake; a wrong answer loses it.
Open full screenshotSee the questions
The Trial by Graph example above provides the graph-required evidence. These current screens add conceptual application, economic calculation, and checkpoint-level reasoning.

Students interpret and apply the selected concept, not just repeat a definition.
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This item requires the student to compute a four-firm concentration ratio from market-share data.
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Each checkpoint opens with its guardian, using diagnosed-weakness dialogue only when the evidence supports it, then presents a short objective-aligned scaffold.
Open full screenshotDiagnose mastery
The report separates performance from evidence strength, identifies the weakest concept and question form, and can route that weakness to a current Concept Review. This controlled run resolved a Scarcity weakness and Application-question trouble to GEN-ECON-01.

The recommendation is produced by the current resolver: weak concept Scarcity, weak question form Application, resolved review GEN-ECON-01. The next move sends the student back to targeted practice after review.
Open full screenshotCollect the evidence
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.
The full 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. Rapid-guess events are logged, but they do not increase the counted-attempt denominator.
| Event | Attempt | Concept | Question form | Difficulty | Outcome | Response | Adaptive route |
|---|---|---|---|---|---|---|---|
| Question | 2 | Marginal | Application | Easy | Correct | 6.9s | Diversify |
| Question | 20 | Models And Assumptions | Application | Repair | Miss | 11.5s | Repair |
| Question | 8 | Scarcity Tradeoffs | Application | Bridge | Miss | 2.1s | Bridge |
| Question | 10 | Scarcity Tradeoffs | Application | Easy | Correct | 9.5s | Retest |
| Rapid Guessing | 15 | Micro Versus Macro | Application | Easy | Rapid guess | 0.8s | Non Engaged |
| Unlimited Ended By Student | 29 | — | — | Repair | Run ended | — | Unlimited_Ended_By_Student |
Review the concept
Concept Reviews provide a concise explanation, recognition cues, a common mistake, a worked example, and a check-yourself prompt. These previews come from the current production PDFs; the internal review library is not exposed.

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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The graph-based sample combines the midpoint calculation with a labeled demand curve and a worked interpretation of elastic demand.
Open full previewReturn and master it
After the one-page review, students return to the game for targeted practice. Repair can rebuild the missing skill, Bridge can reconnect it to the original idea, and the next run supplies new mastery evidence.