Mission
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Prototype – Cell Differentiation Builder

1. Game Overview

Game Name (Internal)
Cell Differentiation Builder
Subject
IB Biology / Cell Biology
Core Concept
Turn stem cell differentiation into a fast, decision-based cognitive game that reinforces classification, lineage logic, and misconception correction through user actions.
What this is NOT
Not an animation
Not a video
Not a passive explanation
What this IS
A decision loop requiring user actions
A system that measures accuracy, speed, and misconception patterns
A repeatable cognitive training game

2. Learning Objectives

By playing this game, students should be able to:
Distinguish between pluripotent, multipotent, unipotent cells
Identify valid differentiation outcomes for a given stem cell
Recognize and correct common misconceptions
Understand cell lineage constraints (what is NOT possible)

3. Core Gameplay Loop

Round Length

Target: 20–40 seconds per round

Screen Elements

Starting Cell Card (center/top)
Candidate Target Cells (6–10 cards)
Drop Zone / Selection Area
Optional: Timer bar / streak indicator

User Actions (MANDATORY)

At least one of the following per round:
Drag & drop cards into the correct area
Tap/select correct targets (mobile compatible)
Drag cards into correct sequence (advanced rounds)
If a round can be completed without clicking or dragging, it fails the design requirement.

4. Game Modes (Progressive Difficulty)

Mode A – Recognition

Instruction
“Select all cells that this stem cell can differentiate into.”
1 start cell
6 target options
Clear correct answers
No distractors from distant lineages
Goal: confidence + basic mapping

Mode B – Discrimination (Misconception Traps)

Instruction
“Select only the valid differentiation outcomes.”
Add distractors that are close but wrong
Examples:
Hematopoietic stem cell → neuron
Mesenchymal stem cell → RBC
Goal: eliminate false positives

Mode C – Sequencing

Instruction
“Arrange the differentiation pathway correctly.”
Cards:
Pluripotent → multipotent → progenitor → specialized
User must drag into correct order
Goal: reinforce process logic

Mode D – Error Detection

Instruction
“Tap the incorrect step in this pathway.”
Show mostly correct diagram with one wrong arrow
User identifies the mistake
Goal: diagnose understanding

5. Feedback Rules (Critical)

Correct Action

Immediate visual confirmation
Small positive animation or highlight
Optional micro-animation (cell transforms briefly)

Incorrect Action

Card returns to original position
Short misconception label appears:
“Wrong lineage”
“Too specialized”
“Not derived from this germ layer”
Do NOT show long explanations mid-round.

6. Scoring & Metrics

Per Round Metrics

Accuracy (% correct)
Time to first action
Total completion time
Number of incorrect attempts
Misconception types selected

Scoring Logic (Example)

+10 per correct card
−3 per incorrect card
Speed bonus for completing under target time
Streak bonus (3+ correct rounds)

7. Data Structure (Required)

Each row = one playable round.
Required Fields
round_id
mode (A / B / C / D)
Mode A = multi-select / click correct tiles
Mode B = single-select MCQ / “pick outcomes”
Mode C = sequencing / missing-step (drag-and-drop)
Mode D = error spotting (tap incorrect step/claim)
start_cell_name
start_cell_type (pluripotent / multipotent / unipotent)
valid_targets (list)
distractors (list)
misconception_tags (map distractor → tag)
difficulty_level
hint_if_wrong (short string)
time_limit_seconds

8. Example Round (Plain Text)

start_cell_name: Hematopoietic stem cell
start_cell_type: multipotent
valid_targets:
Red blood cell
Neutrophil
Macrophage
B lymphocyte
T lymphocyte
distractors:
Neuron
Hepatocyte
Skeletal muscle
misconception_tags:
Neuron → “wrong lineage”
Hepatocyte → “wrong tissue origin”
Skeletal muscle → “mesoderm mismatch”
mode: B
difficulty: medium

9. UX Constraints

One clear question per round
No text explanations longer than 8 words mid-round
Touch-friendly layout (tablet first)
One round must feel finishable in under 30 seconds

10. Success Criteria (Prototype Acceptance)

This prototype is considered successful if:
Average round completion ≤ 40s
Players voluntarily replay incorrect rounds
Misconception frequency decreases over sessions
Game feels distinct from flashcards or videos
Intern can add new rounds without changing code

11. Future Scalability (Non-Blocking)

This structure must later support:
Other Biology topics (immune system, mitosis)
Other subjects (Chemistry reactions, Math steps)
AI-generated rounds using same schema

12. Key Principle (Non-Negotiable)

If learning occurs because the student makes a decision, it’s a cognitive game.
If learning occurs because they watched something, it’s content.