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Education

Educational content, curriculum design, and pedagogical documentation.

Planned Content

  • Curriculum Framework — learning objectives mapped to game mechanics
  • Music Education — how The Smithy teaches music theory through play
  • Literacy & Numeracy — Wisp's teaching domains (reading, writing, mathematics)
  • Assessment Methods — measuring learning outcomes within gameplay
  • Age-Appropriate Design — designing for tweens (ages 8-12)

Design Principles

  1. Education first — every game mechanic must serve a learning objective
  2. Complement, don't replace — work alongside existing school curricula
  3. Multiple learning styles — support visual, auditory, kinesthetic learners
  4. Real-world transfer — skills learned in-game apply outside the game