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RPGLMS

Leveled-Up Learning

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Pedagogy by Design

Teachers already plan backward from the outcome — we built the structure to match. The Campaign names that outcome; Paths and Nodes sequence the work to reach it.

Grounded in: Backward Design (Wiggins & McTighe) · Bloom's Taxonomy · Mastery Learning (Bloom, 1968)

  • Campaign — one framing concept anchors the whole unit. Grade level, standards, and target vocabulary are set once at the Campaign level, and every piece downstream — Investigations, Reports, Engage distractors — inherits from them.
  • Path — a multi-lesson arc held together by a guiding question. Students answer the question by completing the arc, not before. Prerequisites enforce the sequence.
  • Node — one lesson. Measurable objective, a Bloom's level that matches its position in the path, and the full Investigate → Report → Engage cycle built in.
  • Story layer (optional) — setting, characters, and a narrative arc that parallels the cognitive arc of the unit. Situated cognition research shows content learned in coherent context transfers more reliably.

Every Investigation frames a Node's learning objective inside a story beat. Students get pulled into the content by the narrative, then build understanding from sources — not from being told it matters.

Grounded in: Constructivism (Piaget, Vygotsky) · Inquiry-Based Learning · Dual Coding Theory (Paivio)

  • Evidence first — students read clues, examine primary sources, and form their own account of what's going on before any answer appears. Inquiry is structural, not decorative.
  • Click-to-reveal — solution text stays hidden until a student commits. The friction is the point: committing to a hypothesis changes how students read the answer that follows.
  • Image + caption together — visual and verbal information arrive paired. Dual coding research (Paivio, 1971) shows paired representations outperform either channel alone for retention.
  • Narrative frame — each investigation sits inside the campaign story, providing the "why does this matter" hook without requiring extra teacher setup.

After investigation, students put ideas into their own words and share them with the room — before any quiz. Reports make thinking visible to the student, to peers, and to the teacher.

Grounded in: Metacognition research (Flavell, Schraw) · Retrieval & Elaboration (Karpicke) · Writing-to-Learn (Graham & Hebert)

  • Written synthesis — students explain what they found and what it means. Putting ideas into their own words exposes gaps the quiz would have to chase later.
  • Confidence rating — before the quiz, students mark how sure they feel. Over-confidence and under-confidence both become data for the teacher.
  • Rank what mattered — students flag which evidence carried the most weight. Forces a second pass over the investigation material, this time for structure.
  • Seen by teachers and peers — reports land in the teacher's dashboard before the quiz grade, and classmates can mark what clicked once submitted. Good thinking earns Renown, not just points.

Engage is the quiz — and the turn in the game. Questions authored at the Node level automatically populate Path-level Trials and Campaign-level Rifts. One authoring pass, three assessments, the retrieval loop students actually want to finish.

Grounded in: Formative Assessment (Black & Wiliam) · Retrieval Practice (Roediger & Karpicke) · Mastery Learning (Bloom, 1968)

  • Node → Trial → Rift roll-up — every Engage question a teacher writes is automatically eligible for the Path Trial and the Campaign Rift. Review unlocks at each scope, so spaced retrieval is built in.
  • Flexible passing, automatic enforcement — set a threshold once and it applies across node, path, and campaign quizzes. Override per-assessment when a class needs it. Retries, time limits, and hearts are all teacher-tunable.
  • Three question types — pick one, pick many, and ordering. Each targets a different cognitive level, from recall to analysis. Teachers choose the mix per objective.
  • Misconception-aware distractors — wrong answers correspond to specific reasoning errors. Feedback names the error, so the quiz itself becomes formative.

The Gamemaster runs the table. Stakes, pacing, and access are dialed from the Guildhall — students play with real agency, just inside rules the table agreed to.

Grounded in: Social Constructivism (Vygotsky) · Self-Determination Theory (Deci & Ryan) · Guided Discovery

  • Parties — your classroom, just with better lighting. Create one, share a join code, watch students enroll. Each Party has its own roster, assignments, and progress.
  • Gamemaster controls — that's you. Hearts, timers, attempt caps, passing thresholds — every dial is yours, per assessment, per Party.
  • Houses — the staff room, but useful. Departments, PLCs, and shared prep teams pool Campaigns and compare outcomes across Parties.
  • Portable progress — student history travels with the student. Mid-year transfers don't wipe the record; the character carries over.

The AI Wizard

Guided prompts turn your story settings into a fantasy-inspired Campaign in minutes. Name the grade, sketch the narrative, and the Wizard scaffolds Paths, Nodes, Investigations, and Engage questions around it.

  • One prompt, one Campaign — Paths, Nodes, Investigations, and a matched Engage quiz bank all draft together. Trials and Rifts populate themselves from the node questions.
  • Vocab-aware drafting — the Wizard respects the Campaign's target vocabulary and proposes additional terms where coverage is thin. Every suggestion lands editable; teachers accept, adjust, or ignore.
  • Standards-aware scaffolds — tag the grade level and standards up front and every piece downstream stays aligned. No retrofitting at midnight.
  • Gamemaster owns the output — generated content lands fully editable. The Wizard drafts; the Gamemaster decides what ships.

Campaigns get sharper with iteration. Tighten a paragraph, rewrite a distractor, or scrub tone drift across a whole Path — the Wizard takes correction better than most apprentices, and nothing needs rebuilding to fix.

  • Natural-language edits — "make this harder," "rewrite for 8th-grade vocabulary," "replace the distractors so they target the misconception about X." No menus to dig through.
  • Automated cleanup — scan a Campaign for typos, voice drift, reading-level slip, or vocabulary that doesn't match the grade. Bulk-fix or pick through one at a time.
  • Scope-aware revisions — edit one Node, or apply the same revision across every Node in a Path. The Wizard respects the structure instead of flattening it.
  • Undo that actually works — every Wizard change is a discrete revision. Roll back one edit without unwinding the rest of the work.

A grading partner who's read every Node you've written. The Wizard reviews the whole Campaign and flags what's thin.

  • Pedagogical review — the Wizard checks Bloom's coverage, prerequisite gaps, and objective-to-assessment alignment across the campaign, not just one node at a time.
  • Standards gap analysis — tag a standard; get back a list of which nodes address it, which don't, and where coverage is thin.
  • Difficulty calibration — flags questions that are miscalibrated for the stated grade level, and suggests edits that keep the learning goal intact.
  • Student feedback loop — after a class runs through a path, the Wizard summarizes where students stumbled and proposes targeted revisions for the next cohort.

Story-Driven Gamification

Quizzes that feel like turns in a game. Stakes exist, but so does recovery — every mechanic is there to keep students thinking through the problem instead of bailing on it.

  • Hearts system — students spend lives on wrong answers and regenerate them over time. Real consequence without the despair of one-shot failure.
  • Path Mobs & Campaign Bosses — each Trial is a creature encounter, each Rift a boss fight. Stakes become narrative, not punitive.
  • Gamemaster-tunable difficulty — retries, hearts, timers, and thresholds adjust per Party. What works for 6th period doesn't have to match 2nd.
  • Turn-based rhythm — questions arrive one at a time with clear feedback between. Slower than a timed test, closer to how students actually think.

A Sorcerer has torn open a Rift over the realm and let corruption spill into every Node in its path. Players cleanse the Nodes, weaken the creatures guarding each Path, restore the Gemhearts needed to reopen the Rift on their own terms, and bring the Sorcerer down.

  • Cleanse → Weaken → Restore — Investigate and Report at each Node restores it; restored Nodes drain the Mob holding the Path; clearing the Trial frees its Gemheart; restored Gemhearts unlock the Rift.
  • Path Mobs — Dragons, Frogs, and Mimics, each in multiple color variants tuned per Path. Different creatures for different content domains, so a chemistry path doesn't look like a civics path.
  • The Sorcerer — the Campaign's antagonist, and the reason any of this is happening. Reachable only after every Path Mob is cleared and every Gemheart restored; the Rift itself is the final synthesis.
  • Hero progression — every player builds an avatar that carries across every Campaign. Cosmetics evolve as Shards accumulate, so the character grows up alongside the player.
  • Coming soon (premium) — Elementals as element-aligned Path Mobs, and Overlords (Beholders) as Campaign-tier antagonists with even worse opinions about doors. Paid variety, not paid pedagogy — the core loop is the same for everyone.

Three signals for three different things — mastery, effort, and peer recognition. Nothing collapses into a single number, because students don't either.

  • Gemhearts — pried loose from Path Mobs by clearing Trials. Required to challenge the Campaign Boss. The signal for mastery.
  • Shards — accumulate from completing Nodes and Engage quizzes. The signal for sustained effort, independent of score.
  • Renown — peer recognition from likes and highlights on Reports. The signal students trust most, because it comes from each other.
  • Scoped leaderboards — rankings run per Party, across selected Parties, or Campaign-wide. Gamemasters choose the scope (or hide them entirely) per assessment, so stakes stay right-sized.

Plans for the People

Every instructional feature, free forever. Paid tiers add cosmetics, Mob variety, and AI tokens — never pedagogy.

  • Always free, no asterisks — unlimited Campaigns, Parties, and Players. Forever means forever.
  • Full Gamemaster toolkit — author everything, run Parties, grade quizzes, see every report. Nothing instructional is paywalled.
  • Starter cosmetics & Mobs — base avatar kit with Dragons and Wizards to populate your Paths. Additional variety lives in paid tiers; it's the look, not the learning.
  • Full gamification loop — Shards, Renown, and Gemhearts for every student on day one.

Pocket change for the full cosmetic closet, a taste of the Wizard, and a quiet way to back the project.

  • Full cosmetic wardrobe — every avatar option, every Mob skin, every color variant.
  • 100K AI tokens/mo — enough to test the Wizard, generate a Campaign or two, decide if you want more.
  • Every Mob type — Dragon, Frog, and Mimic in their full color spread.

The working Gamemaster's tier. Enough AI to plan a unit on Sunday and not regret it Monday morning.

  • Wizard-ready headroom — comfortable token budget for Generate, Revise, and Curricular Guidance across a teaching week.
  • Full cosmetic wardrobe — every avatar option and Mob skin, same as Patron.
  • 2M AI tokens/mo — comfortably generates Campaigns, Paths, Nodes, Investigations, and Engage banks at a working teacher's pace.
  • Join Houses — drop into a shared department hub and pool Campaigns with your team.

For the teacher who's also herding teachers. Run your own House, your own Lords, your own public Parties.

  • Run your own House — for PLC leads, lead teachers, and department heads coordinating a real team.
  • 5M AI tokens/mo — generation headroom for whole-team Campaign development.
  • Invite Lords — bring teachers into your House, share Campaigns, compare outcomes across Parties.
  • Public Parties — host open classrooms — workshops, club meetings, study halls — beyond your roster.

For the school, district, or anyone whose org chart needs its own Realm. Custom anything, including features that don't exist yet.

  • Realm management — district-tier organization with Kingdoms (schools) and Houses (departments) nested underneath.
  • Pooled AI tokens — one allocation for the whole organization. No teacher hits an arbitrary cap mid-prep.
  • SSO & compliance — enterprise auth, data-handling, and the paperwork your IT team is going to ask for.
  • Custom feature requests — if your org needs something the platform doesn't do yet, this is where it gets built.

Watch

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