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.


