▶ Pixel teacher-sim for deliberate practice

Rehearse teaching,
one classroom at a time.

A Pokemon-style 2D simulation where you manage a living classroom and surface student thinking in dialogue with LLM-driven students. Every mechanic is grounded in high-impact education research, so what you practice is what the evidence says matters.

Encounter screen: meters, speech bubble, teaching moves

WHAT YOU DO

Not a chat tree. A classroom you orchestrate.

Walk the room, read what's happening, and decide who needs you and when, while the period clock runs and interruptions keep coming.

🧠

LLM-driven students

Each student is a frozen persona who won't simply agree. You "solve" a moment by surfacing their reasoning, not by lecturing the answer.

🚶

Proximity & withitness

Attention drifts when you're far away or facing the board. Circulating and scanning the room is itself a move (Kounin's withitness, made playable).

⏱️

Lesson under pressure

A period clock, a Composure meter, and interruptions (intercom, a knock, a late student) you must triage with the least-intrusive response.

🪑

Seating by task

Discussion uses a U-shape, lecture uses rows, group work uses clusters, because the research says the task should dictate the arrangement.

🎯

Scored debrief + badges

Every period ends in a coached debrief scored against named objectives, with gym-style badges for each competency you master.

💬

The seven teaching moves

Elicit, Extend, Revoice, Tell/Model, Praise, Redirect, Wait, each tagged and scored, with a wait-time ring that rewards a real pause.

SCENES = MISSIONS

Each format rehearses a different teaching context

A scene is one data-driven config: it sets the seating arrangement, the roster, and the objectives, so adding a lesson is a single file.

U-SHAPE
Group Discussion.
Elicit, extend, revoice; keep turns equitable. Semicircles raise student question-asking.
ROWS
Lecture.
Hold attention and momentum during direct instruction. Rows favor on-task behavior.
CLUSTERS
Group Work.
Circulate and monitor every pod; re-engage off-task groups without taking over.
ROWS
Independent Work.
Confer one-to-one and keep the room on-task with least-intrusive redirects.

WHY IT'S DIFFERENT

Grounded in the highest-impact education research

Personas and mechanics are anchored to seminal, heavily-cited work, prioritized by impact. Two of the anchors are among the most-cited papers in all of education.

In-gameTeachesAnchorCitations
Feedback meterProcess-focused feedback, not person-praiseHattie & Timperley, The Power of Feedback (2007)11,900+
Re-engaging SamBehavioral / emotional engagementFredricks, Blumenfeld & Paris, School Engagement (2004)11,600+
Diagnosis (Insight)Attend · interpret · decideJacobs, Lamb & Philipp, Professional Noticing (2010)1,300+
Redirect ladderLeast-to-most-intrusive managementSimonsen et al., Evidence-based Classroom Management (2008)900+
Wait-Time ring3–5s pause after a questionRowe, Wait Time (1986)canonical
Seating by taskRows vs U-shape vs clustersWannarka & Ruhl (2008); Marx et al. (1999)canonical

Citation counts via OpenAlex. Canonical anchors are verified against Crossref/OpenAlex before any publication-facing use. Full mapping in the project's PERSONAS_EVIDENCE.md and GAME_CONCEPT.md.

THE CLASS

Ten students, each a different challenge

Every persona maps to a distinct high-leverage practice and the move that works.

Noah
Noah
Misconception
Talia
Talia
Dominates airtime
Mei-Lin
Mei-Lin
Anxious achiever
Deshawn
Deshawn
Off-task
Sam
Sam
Withdrawn
Diego
Diego
Language learner
Riley
Riley
Avoidance
Jordan
Jordan
"Why learn this?"
Priya
Priya
Quiet, overlooked
Marcus
Marcus
Volatile

PLAY

Built in Godot 4. Play it in your browser.

Arrow keys to move, Z to talk to a student, Esc for the mission hub. The in-browser build runs the full game with a built-in student model (no install, no sign-in).

A teacher-preparation mental-rehearsal tool and a research artifact. Concept stage.