--- name: godot-genre-educational description: "Expert blueprint for educational games including gamification loops (learn/apply/feedback/adapt), progress tracking (student profiles, mastery %), adaptive difficulty (target 70% success rate), spaced repetition, curriculum trees (prerequisite system), and visual feedback (confetti, XP bars). Use for learning apps, training simulations, or edutainment. Trigger keywords: educational_game, gamification, adaptive_difficulty, spaced_repetition, student_profile, curriculum_tree, mastery_tracking." --- # Genre: Educational / Gamification Expert blueprint for educational games that make learning engaging through game mechanics. ## NEVER Do - **NEVER punish failure with "Game Over"** — Learning requires safe experimentation. Use "Try Again" or "Here's a Hint" instead of fail states. - **NEVER separate learning from gameplay** — "Chocolate-covered broccoli" feels like homework. Make mechanics BE the learning (e.g., Typing of the Dead). - **NEVER use walls of text** — Players skip tutorials. Show, don't tell. Interaction first, then brief explanations. - **NEVER skip spaced repetition** — Questions answered incorrectly should reappear later. One-time questions don't build mastery. - **NEVER hide progress from learners** — Visible XP bars, mastery %, and skill trees motivate continued learning. Opaque systems frustrate. --- ## Available Scripts > **MANDATORY**: Read the appropriate script before implementing the corresponding pattern. ### [adaptive_difficulty_adjuster.gd](scripts/adaptive_difficulty_adjuster.gd) Success-ratio tracking with branching hints. Adjusts difficulty up/down based on sliding window, provides progressive hint disclosure on consecutive fails. --- ## Core Loop 1. **Learn**: Player receives new information (text, diagram, video). 2. **Apply**: Player solves a problem or completes a task using that info. 3. **Feedback**: Game provides immediate correction or reward. 4. **Adapt**: System adjusts future questions based on performance. 5. **Master**: Player unlocks new topics or cosmetic rewards. ## Skill Chain | Phase | Skills | Purpose | |-------|--------|---------| | 1. UI | `godot-ui-rich-text`, `godot-ui-theming` | Readable text, drag-and-drop answers | | 2. Data | `godot-save-load-systems`, `json-serialization` | Student profiles, progress tracking | | 3. Logic | `state-machine` | Quiz flow (Question -> Answer -> Result) | | 4. Juice | `godot-particles`, `godot-tweening` | Making learning feel rewarding | | 5. Meta | `godot-scene-management` | Navigating between lessons and map | ## Architecture Overview ### 1. The Curtain (Question Manager) Manages the flow of a single "Lesson" or "Quiz". ```gdscript # quiz_manager.gd extends Node var current_question: QuestionData var correct_streak: int = 0 func submit_answer(answer_index: int) -> void: if current_question.is_correct(answer_index): handle_success() else: handle_failure() func handle_success() -> void: correct_streak += 1 EffectManager.play_confetti() StudentProfile.add_xp(current_question.topic, 10) load_next_question() func handle_failure() -> void: correct_streak = 0 # Spaced Repetition: Add this question back to the queue question_queue.push_back(current_question) show_explanation() ``` ### 2. The Student Profile Persistent data tracking mastery. ```gdscript # student_profile.gd class_name StudentProfile extends Resource @export var topic_mastery: Dictionary = {} # "math_add": 0.5 (50%) @export var total_xp: int = 0 @export var badges: Array[String] = [] func get_mastery(topic: String) -> float: return topic_mastery.get(topic, 0.0) ``` ### 3. Curriculum Tree Defining the dependency graph of knowledge. ```gdscript # curriculum_node.gd extends Resource @export var id: String @export var title: String @export var required_topics: Array[String] # Prereqs ``` ## Key Mechanics Implementation ### Adaptive Difficulty algorithm If player is crushing it, give harder questions. If struggling, ease up. ```gdscript func get_next_question() -> QuestionData: var player_rating = StudentProfile.get_rating(current_topic) # Target a 70% success rate for "Flow State" var target_difficulty = player_rating + 0.1 return QuestionBank.find_question(target_difficulty) ``` ### Juice (The "Duolingo Effect") Learning is hard. The game must heavily reward effort visually. * **Sound**: Satisfying "Ding!" on correct. * **Visuals**: Screen shake, godot-particles, multiplier popup. * **UI**: Progress bars filling up smoothly (Tweening). ## Godot-Specific Tips * **RichTextLabel**: Essential for mathematical formulas or coloring keywords (BBCode). * **Drag and Drop**: Godot's Control nodes have built-in `_get_drag_data` and `_drop_data` methods. Perfect for "Match the items" puzzles. * **Localization**: Educational games often need to support multiple languages. Use Godot's `TranslationServer` from day one. ## Common Pitfalls 1. **Chocolate-Covered Broccoli**: Game loop and Learning loop are separate. **Fix**: Make the mechanic *be* the learning (e.g., Typing of the Dead). 2. **Punishing Failure**: Player gets "Game Over" for being wrong. **Fix**: Never fail state. Just "Try Again" or "Here's a hint". 3. **Wall of Text**: Too much reading. **Fix**: Interaction first. Show, don't tell. ## Reference - Master Skill: [godot-master](../godot-master/SKILL.md)