Player onboarding guide

How to start, what each button does, and how to learn from the rehearsal

Chalk & Chance is a short teaching rehearsal. The point is not to guess the right button. The point is to see the classroom, study your choices, and notice how teaching moves change student thinking.

Screen recording

Watch the player guide with subtitles

The video walks through the same steps as this guidebook. Use it first if you want the fastest orientation, then use the written guide as a reference while playing.

13-step walkthrough

What to see, study, and notice

Each step separates screen reading from learning interpretation. Use the three columns as a habit: first observe, then study, then reflect.

Step 1

Start the rehearsal

What you see

A classroom scene, students, and teacher-facing information rather than a conventional menu puzzle.

What you study

The room as a practice space. The game asks you to rehearse teaching decisions, not simply complete a level.

What to notice

Mistakes are expected data. A confusing moment tells you what to try differently.

Step 2

Open the demo gate

What you see

A voice-safe taste demo button and a server-verified passcode field for voice-enabled access.

What you study

The public taste demo keeps spoken student lines silent so casual visitors do not trigger ElevenLabs costs.

What to notice

If voice is silent, it is intentional. Use the passcode gate for voice-enabled review sessions.

Step 3

Read the first screen calmly

What you see

Class code, name, password, guest-play options, and a voice status note in public builds.

What you study

Class sign-in is for assigned courses. Public demo access is enough for first-time exploration.

What to notice

Settings explains whether voice is protected, unavailable, or enabled.

Step 4

Use the Mission Hub as a learning map

What you see

START HERE, mission rows, badges, and locked missions.

What you study

Badges are practice goals: Routine is pacing, Echo is reasoning, Balance is airtime, Mirror is feedback, and Insight is capstone judgment.

What to notice

Locked missions are not a punishment. They show the sequence of teaching skills the game wants you to build.

Step 5

Notice Settings and Import

What you see

Settings and Import a lesson plan.

What you study

Settings adjusts comfort: sound effects, voice status, larger text, reduced motion, and dialogue speed. Import turns your own lesson text into a playable scenario.

What to notice

The game can become closer to your actual teaching context, not just a fixed example.

Step 6

Read the classroom signals

What you see

Students, bars, objective checklist, attention, composure, participation, wait time, and disruptions.

What you study

These are live teaching signals. Attention shows whether the room is with you. Composure shows your remaining capacity. Participation shows inclusion.

What to notice

You are managing a learning environment, not only choosing dialogue.

Step 7

Enter a student thinking moment

What you see

A student nearby and an interaction hint.

What you study

Move with arrow keys or WASD. Press Z, Enter, or Space when facing a student.

What to notice

Interaction is a teaching decision. You are deciding when to step into a student's thinking, not collecting points.

Step 8

Read the student first

What you see

A student response, portrait, meters, and possible teaching moves.

What you study

The hidden need behind the response: confusion, dominance, avoidance, anxiety, off-task behavior, or readiness for a deeper prompt.

What to notice

Listen before acting. The best move depends on what the student needs, not just which button sounds positive.

Step 9

Use academic teaching moves

What you see

Elicit, Extend, Revoice, and Wait.

What you study

Elicit asks for reasoning. Extend presses deeper. Revoice clarifies or restates the student's idea. Wait protects thinking time.

What to notice

These moves help students do the thinking themselves.

Step 10

Use social and management moves carefully

What you see

Connect, Praise, Redirect, and Tell.

What you study

Connect draws on a student asset. Praise names useful effort. Redirect protects classroom order. Tell gives the answer directly but may reduce practice.

What to notice

Faster is not always better. The strongest move preserves student thinking while supporting the room.

Step 11

Read the result chip

What you see

Feedback after your move, including changes to understanding, engagement, rapport, and order.

What you study

Cause and effect. Your choice changes the classroom state, and the result chip tells you what moved.

What to notice

The classroom is responding to your teaching decision. Use that response to adjust, not to judge yourself.

Step 12

Use the debrief

What you see

A reflection prompt first, then a compact debrief with objectives, rewards, score drivers, evidence fingerprint, and next focus.

What you study

The missed objective or the strongest evidence line. Low wait time means practice pausing. Low participation means reach quiet students. High disruptions mean smaller redirections.

What to notice

The debrief turns gameplay into reflection-on-action rather than a hidden score screen.

Step 13

Replay with one focus

What you see

The option to replay or choose another mission.

What you study

One specific focus for the next run, such as wait time, eliciting reasoning, or distributing attention.

What to notice

Improvement comes from focused repetition. Try again with a clearer teaching intention.

Button glossary

What each teaching move is for

Use this as a quick reference while playing. The terms are teaching practices, not just game commands.

Elicit

Ask the student to explain their reasoning before you correct or evaluate it.

Extend

Press for a deeper connection, example, justification, or next step.

Revoice

Restate a student's idea so the room can hear it and the student can refine it.

Wait

Pause long enough for thinking to happen. The pause is part of the teaching move.

Connect

Use a student asset, interest, or context to bridge into the academic idea.

Praise

Name a specific useful effort or strategy, not just the person.

Redirect

Handle off-task behavior with the smallest effective intervention.

Tell

Give the answer directly. It may be efficient, but it can reduce student thinking practice.

How to interpret the activity

The game loop as learning loop

Observe: Read the room and the student's response.

Choose: Select a teaching move that fits the need.

Read feedback: Look at what changed in understanding, engagement, rapport, and order.

Reflect: Use the reflection prompt and debrief to name one next practice focus.

Mission hub
Use the Hub as a learning map.
Encounter screen
Read student need before choosing a move.
Lesson debrief screen
Read evidence as a practice signal.

FAQ

Common beginner questions

Do I need a class code?

No. Use the demo gate or guest play first. Class code is only for assigned class use where progress is saved.

Am I supposed to win every encounter?

No. The game is designed for rehearsal. A miss is useful when it tells you which teaching signal you ignored or misunderstood.

How do I know which button to choose?

Start by reading the student need. If the student is confused, elicit or revoice. If the student needs time, wait. If the room is drifting, redirect. If the student needs connection, connect.

What should I study after a run?

Study the missed objective first, then pick one next focus. Do not try to fix everything in one replay.

Downloads and source files

Guidebook assets

These files are public-facing guide assets for the official site.