--- 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." --- ## NEVER Do (Expert Anti-Patterns) ### Pedagogy & Flow - NEVER punish failure with a "Game Over"; strictly use **"Try Again"** or **Contextual Hints** to ensure a safe, encouraging learning environment. - NEVER separate learning from gameplay ("Chocolate-covered broccoli"); strictly ensure the **mechanic IS the learning** (e.g., math-based trajectory calc). - NEVER use walls of text for instructions; strictly use **Show, Don't Tell** methods: interactive diagrams, non-verbal tutorials, or 3-second looping GIFs. - NEVER skip **Spaced Repetition** logic; strictly ensure successfully answered questions reappear at increasing intervals to verify long-term retention. - NEVER focus on failure; strictly prominently display **Mastery %**, **XP Bars**, and **Skill Trees** to motivate through visible progress. - NEVER assume a fixed difficulty; strictly implement **Dynamic Scaffolding** that adjusts challenge based on the student's mastery level to keep them in the "Zone of Proximal Development". - NEVER hardcode student stats in UI components; strictly use **`Resource` scripts (`StudentProfile`)** to decouple student data from the presentation layer for persistence and scalability. - NEVER build custom debug dashboards for performance tracking during development; strictly use **`Performance.add_custom_monitor()`** to inject live student metrics into the Godot Editor Debugger. ### Technical & Accessibility - NEVER hardcode text into UI; strictly use **Translation Keys (PO files)** for internationalization and classroom localized support. - NEVER force TTS without user consent; strictly provide an in-game toggle and respect OS-level screen reader settings. - NEVER use absolute pixel positioning; strictly use the **Anchoring & Container** system for responsive scaling across tablets and classroom laptops. - NEVER perform heavy data grading on the main thread; strictly use **WorkerThreadPool** to prevent UI freezes during automated assessments. - NEVER forget to handle **IME updates**; strictly monitor `NOTIFICATION_OS_IME_UPDATE` for complex character input support (e.g., East Asian). - NEVER ignore `mouse_filter` on overlays; strictly set to `PASS` to prevent invisible containers from silently consuming clicks. - NEVER update static strings in `_process()`; strictly update labels ONLY on state change events to save mobile/tablet battery. - NEVER embed sensitive database credentials in exports; strictly use **Environment Variables** or proxy APIs for student data security. --- ## Available Scripts > **MANDATORY**: Read the script matching the scenario before implementing. Do not paste quiz/profile tutorials inline. ### Pedagogy / Adaptivity - [adaptive_difficulty_adjuster.gd](scripts/adaptive_difficulty_adjuster.gd) — **MANDATORY** when targeting ~70% flow / progressive hints. - [spaced_repetition_scheduler.gd](scripts/spaced_repetition_scheduler.gd) — **MANDATORY** when scheduling question reappearance (intervals after success/fail). - [student_progress_config.gd](scripts/student_progress_config.gd) — **MANDATORY** before persisting mastery/XP (ConfigFile profile). - [threaded_scoring_engine.gd](scripts/threaded_scoring_engine.gd) — **MANDATORY** before heavy assessment/grading on school hardware. ### Accessibility / Classroom UI - [tts_manager.gd](scripts/tts_manager.gd) — **MANDATORY** before DisplayServer TTS (consent toggle first). - [dynamic_localization.gd](scripts/dynamic_localization.gd) — Runtime locale switch / pluralization. - [adaptive_ui_anchors.gd](scripts/adaptive_ui_anchors.gd) — Responsive tablet/laptop lesson layouts. - [focus_navigation_manager.gd](scripts/focus_navigation_manager.gd) — Keyboard/controller focus for classroom navigation. - [interactive_rich_text.gd](scripts/interactive_rich_text.gd) — Meta-click glossaries / formula prompts. - [text_reveal_effect.gd](scripts/text_reveal_effect.gd) — Progressive text reveal without walls of text. ### Assessment UX - [assessment_pause_handler.gd](scripts/assessment_pause_handler.gd) — Pause world logic while quiz UI stays interactive. - [low_processor_optimizer.gd](scripts/low_processor_optimizer.gd) — Battery-friendly idle for ed apps on school devices. --- ## Core Loop 1. **Learn** → 2. **Apply** → 3. **Feedback** → 4. **Adapt** → 5. **Master** ## 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` | Student profiles, progress tracking | | 3. Logic | `godot-state-machine-advanced` | 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 | | 6. Balance | `godot-monte-carlo-balancer` | Override bands to ~70% flow / mastery | ## Architecture Decision Tree Pick the owner script; keep SKILL free of duplicate `StudentProfile` / quiz_manager paste-ups. | Need | Decision | MANDATORY script | |------|----------|------------------| | Track mastery / XP / badges | One `StudentProfile` Resource + ConfigFile I/O | [student_progress_config.gd](scripts/student_progress_config.gd) | | Keep learners in flow (~70%) | Windowed success ratio + hint branch | [adaptive_difficulty_adjuster.gd](scripts/adaptive_difficulty_adjuster.gd) | | Long-term retention | Interval queue (success → longer delay; fail → sooner) | [spaced_repetition_scheduler.gd](scripts/spaced_repetition_scheduler.gd) | | Prerequisite lesson map | Curriculum Resource graph (id + required_topics) — data only, no UI | Peer `godot-resource-data-patterns` | | Grade without hitching | Offload scoring | [threaded_scoring_engine.gd](scripts/threaded_scoring_engine.gd) | | Classroom a11y | TTS + locale + focus + anchors | `tts_manager` / `dynamic_localization` / `focus_navigation_manager` / `adaptive_ui_anchors` | | Live debugger metrics | `Performance.add_custom_monitor("edu/...")` — no custom dashboards | (inline one-liner OK) | **StudentProfile (single shape):** `@export` mastery Dictionary + XP; emit change signals; persist via `student_progress_config.gd`. Do not redefine the class twice in this skill. **Quiz curtain:** state machine owns Question → Answer → Result → Adapt; spaced-repetition + adaptive-difficulty scripts decide *what* is next — do not inline a full `quiz_manager.gd` tutorial here. ## Juice (Duolingo Effect) Learning is hard — reward effort: satisfying SFX, particles on correct, Tweened XP bars. Pedagogue first; juice never substitutes for spaced repetition / ZPD scaffolding. ## Common Pitfalls 1. **Chocolate-Covered Broccoli** — mechanic must *be* the learning. 2. **Punishing Failure** — Try Again / hint, never Game Over for wrong answers. 3. **Wall of Text** — show/interact first; use `text_reveal_effect` / rich-text meta. ## Expert knowledge (on demand) > **LLM-ignorance rule:** If a general agent would not know it before reading, load the reference — never delete expert deltas. - [expert-educational-patterns.md](references/expert-educational-patterns.md) — restored baseline pedagogy (architecture, WHY, implementation depth) - [student_profile.gd](scripts/student_profile.gd) ## Reference > Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing to a peer domain — do not preload the whole lattice. ### Official Documentation - [Internationalizing games](https://docs.godotengine.org/en/stable/tutorials/i18n/internationalizing_games.html) — `tr()` / locale workflow for classroom multi-language UI without hardcoding strings. - [Localization using gettext](https://docs.godotengine.org/en/stable/tutorials/i18n/localization_using_gettext.html) — PO/CSV pipeline and plural forms used by runtime locale switching. - [Text-to-speech](https://docs.godotengine.org/en/stable/tutorials/audio/text_to_speech.html) — DisplayServer TTS voices, speak/stop, and consent-friendly accessibility read-aloud. - [BBCode in RichTextLabel](https://docs.godotengine.org/en/stable/tutorials/ui/bbcode_in_richtextlabel.html) — Colored keywords, formulas, meta links, and custom RichTextEffect reveals for lessons. - [Using Containers](https://docs.godotengine.org/en/stable/tutorials/ui/gui_containers.html) — Responsive quiz/layout composition for tablets and classroom laptops. - [Size and anchors](https://docs.godotengine.org/en/stable/tutorials/ui/size_and_anchors.html) — Anchor/offset rules that replace absolute pixel placement across orientations. - [Keyboard/Controller Navigation and Focus](https://docs.godotengine.org/en/stable/tutorials/ui/gui_navigation.html) — Focus neighbors and grab_focus patterns for keyboard-only classroom navigation. - [Resources](https://docs.godotengine.org/en/stable/tutorials/scripting/resources.html) — StudentProfile / curriculum node Resources decoupled from presentation. - [Saving games](https://docs.godotengine.org/en/stable/tutorials/io/saving_games.html) — Persist mastery, XP, and progress without baking credentials into exports. - [Using multiple threads](https://docs.godotengine.org/en/stable/tutorials/performance/using_multiple_threads.html) — WorkerThreadPool grading so heavy assessment never freezes the quiz UI. - [Pausing games](https://docs.godotengine.org/en/stable/tutorials/scripting/pausing_games.html) — Tree pause + `process_mode` so assessments freeze world logic while UI stays interactive. - [Performance](https://docs.godotengine.org/en/stable/tutorials/performance/index.html) — Custom monitors, low-processor mode, and battery-friendly idle screens for ed apps. ### Related Skills #### Prerequisites - [godot-project-foundations](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-project-foundations/SKILL.md) — Project locale, display, and input map defaults must exist before classroom UI and TTS toggles. - [godot-gdscript-mastery](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-gdscript-mastery/SKILL.md) — Typed Resources, signals, and await patterns underpin student profiles and quiz flow. - [godot-ui-containers](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-ui-containers/SKILL.md) — Anchors/containers are the non-negotiable layout base for multi-device lesson screens. #### Complements - [godot-ui-rich-text](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-ui-rich-text/SKILL.md) — BBCode, meta clicks, and custom effects for glossaries and formula-heavy prompts. - [godot-ui-theming](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-ui-theming/SKILL.md) — Readable theme scales and contrast for mixed tablet/laptop classrooms. - [godot-save-load-systems](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-save-load-systems/SKILL.md) — Durable StudentProfile / mastery persistence beyond ad-hoc ConfigFile snippets. - [godot-tweening](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-tweening/SKILL.md) — XP bars, confetti timing, and overlay fades that sell the “Duolingo effect.” - [godot-signal-architecture](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-signal-architecture/SKILL.md) — Mastery-up, hint-revealed, and difficulty-changed events without UI↔logic hardwiring. - [godot-input-handling](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-input-handling/SKILL.md) — Focus actions, drag-and-drop answers, and IME-safe text entry for assessments. #### Downstream / consumers - [godot-monte-carlo-balancer](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-monte-carlo-balancer/SKILL.md) — Simulate override bands so adaptive difficulty actually lands near ~70% flow/mastery success. - [godot-state-machine-advanced](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-state-machine-advanced/SKILL.md) — Question → Answer → Result → Adapt quiz FSMs once the curtain grows beyond one script. - [godot-scene-management](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-scene-management/SKILL.md) — Lesson map ↔ quiz ↔ results transitions without leaking paused tree state. - [godot-performance-optimization](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-performance-optimization/SKILL.md) — Escalate when scoring threads, TTS, or rich-text effects still show profiler cost on school hardware. - [godot-particles](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-particles/SKILL.md) — Confetti/reward bursts wired to correct-answer juice without blocking pedagogy. #### Master - [godot-master](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-master/SKILL.md) — Library router and mirrored module entry; open when discovering which Domain Skill owns a cross-cutting educational concern.