Current system evidence

See the complete mastery loop.

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.

Evidence, not a feature list.

Every screen below comes from the current Faculty Build Composer, its generated ten-mode game, or the current one-page Concept Review library.

  1. PlayUse the selected mode
  2. DiagnoseRead the mastery evidence
  3. ReviewOpen the matched concept sheet
  4. PracticeRepair the weak signal
  5. MasterReturn with stronger evidence

Build the experience

Faculty control the content before students begin.

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.

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

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.

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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. The consistent burgundy accent makes the active discipline visually explicit.

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Portable deployment

Self-contained does not mean casually exposed.

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.

Answer-key hardening

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.

Practical inspection friction

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.

A clear security boundary

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

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 current build enables all ten, including the three newest mechanics.

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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.

Conceptual application question asking the student to apply an economic idea in a current game screen.

Conceptual application

Students interpret and apply the selected concept, not just repeat a definition.

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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 its guardian, using diagnosed-weakness dialogue only when the evidence supports it, then presents a short objective-aligned scaffold.

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Diagnose mastery

Mastery Report 2.0 turns a run into a next step.

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.

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 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.

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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

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
Question2MarginalApplicationEasyCorrect6.9sDiversify
Question20Models And AssumptionsApplicationRepairMiss11.5sRepair
Question8Scarcity TradeoffsApplicationBridgeMiss2.1sBridge
Question10Scarcity TradeoffsApplicationEasyCorrect9.5sRetest
Rapid Guessing15Micro Versus MacroApplicationEasyRapid guess0.8sNon Engaged
Unlimited Ended By Student29RepairRun endedUnlimited_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.

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 come from the current production PDFs; the internal review library is not exposed.

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

Review is a bridge, not the finish line.

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.