Dragon STEM Games

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Game design document · revision 65

Dragon STEM Game Design

Build a turn-based dragon-battle adventure in the style of Pokemon and Prodigy Math, where solving the STEM problem IS the move, not a quiz that earns one. Kids battle each other in fair, accuracy-scored Academy Trials and team up against the villains. It is a web game first - players open a link and play, nothing to install - so it reaches school Chromebooks and iPads; the engine is chosen by a 3-week bake-off between a three.js web app, a Unity 6 Web build and a Godot 4 web build, and Unreal is paused for year 1.

Game styles compared

A turn-based creature battler fits best: kids already love it, it rewards thinking over reflexes, and the STEM problem can be the move itself. Real-time brawlers and kart racers fit worst.

Style

Famous examples

How STEM fits inside

Battles and PvP

Ages

Fit /10

Turn-based creature-battle adventure

Pokemon (515M+ units), Prodigy Math, Zombie Division (research)

Very strong when the move IS the problem and its power scales with accuracy; in Zombie Division kids learned more and played about 7x longer than with quiz-between-fights

Story battles vs villain pairs; turn-based duels are cheap to network and fair when each child gets their own grade's problems

K-12, sweet spot 3-8

9

Build-and-test engineering

Poly Bridge (6M+), Kerbal Space Program, Minecraft Education

Excellent for engineering and physics: budgets, loads, fair tests with 3 trials (NGSS 3-5-ETS1-3); an open sandbox alone showed no gain in a large trial

Both sides build in secret, then test side by side; scored on performance + reasoning + honest records

3-12

8

Card / deck battler

Clash Royale, Marvel Snap, Slay the Spire 2, Balatro

Good for older kids: arithmetic, probability, expected value; hero cards as STEM methods (Measure, Fair Test, Trace the Source)

Short, turn-based or async matches; unlocks must be earned, never paid random packs

6-12 (3-card hand for 3-5)

7

Tower defense

Plants vs. Zombies 2, Bloons TD 6, Blooket Tower Defense

Budgets, rates, ranges, ecosystem placement; fits Plastitide's debris waves and Toxibloom's spreading vines

Mostly co-op against villain waves

2-8

7

Puzzle / logic adventure

DragonBox (randomised trial, g = 0.27), Zoombinis, Cut the Rope

Excellent: the maths is the puzzle; needs a "show it on paper" step because game mastery does not always transfer

None on its own; becomes the interaction inside each battle move

K-8+

7

Code-your-champion arena

CodeCombat AI League, Human Resource Machine, Lightbot

Excellent for computing (loops, conditionals, debugging); fits Lumen and Tavi and the CSTA standards

Your code fights their code; no reflexes

3-12

6

Classroom quiz party

Kahoot, Blooket, Gimkit, Jackbox

Weak: the question sits beside the action, and speed scoring can trigger maths anxiety; borrow only the room-code join

Whole class live; fastest correct answer wins

2-12

5

Real-time brawler or kart racer

Brawl Stars, Mario Kart 8 Deluxe

Poor: no time to think mid-fight, so STEM becomes pop-up quizzes

Hardest and most expensive to network; reflexes decide, unfair across ages

3-12

3

Borrow from the runners-up as modes, not as the core: a build-and-test Fair Test Arena for grades 5-12, and a room-code classroom mode later.

Working title "Dragonkeepers of Aethera: Evidence Duels" - a Pokemon-style dragon adventure where your thinking is the attack. It merges the best-scored parts of four concepts judged by a kids' game designer, a learning scientist and an Unreal technical director.

Who the child plays. The five canon hero pairs as a switchable team of up to three: Kairo & Maya, Zephyra & Skye, Marina & Neri, Terra & Rowan, Lumen & Tavi. No new dragon and no sixth hero pair. The collecting hook is an Aethera Field Guide of real things (basalt, cumulus clouds, a lever, a sea star, a pH strip), never new creatures. Villains are never caught; they retreat.

No dragon magically knows. The rider does the STEM tool action (Maya's ruler, Skye's compass, Neri's notebook, Rowan's sample vials, Tavi's wrist tablet); the dragon provides movement and its animated signature action.

Core loop - one incident takes 7-10 minutes; a session is 2-3 incidents, then a story-framed break ("Lumen needs to recharge, and Glarebyte loves it when we forget to rest"). No streaks, no countdown timers pulling kids back.

  1. Explore (1-2 min). Walk, run or fly across a small region hub, starting with Caldera. Glowing curiosity sparks play the dragon's Investigate clip and open a 20-second observation puzzle ("sort these 4 rocks by texture") that fills a Field Guide page. The screen keeps "I see..." (observation) apart from "I think..." (inference).

  2. Investigate (1-2 min). Estimate first, then measure: drag a marker to guess a gap, then the brass cuff on Kairo's LEFT foreleg reads the true value. Measuring turns the villain's vague numbers into exact ones. Skipping it means the battle runs on the guess - Zephyra's canon flaw, acting before enough data, as a game rule.

  3. Evidence Duel (4-6 turns). Each turn: the villain announces its next trick in advance (as in Into the Breach, so every turn is a fair puzzle, no hidden dice) and plays its signature clip; the child picks 1 of 3 Method cards (Measure, Fair Test, Fuel Wheel, Lever, Sort, Trace the Source...); the child solves it with a drag, slider or tap in 5-30 seconds (no timer below grade 6); the hero's signature clip plays and the villain's Mess meter drops in proportion to accuracy.

  4. Debrief (1 min). The Field Notebook lists every trial, including misses ("Do not erase the learning"), rewrites each move in school notation ("6 of 8 wedges = 6/8 = 3/4") and replays one miss beside the right answer - the bridge from game to paper. Stars reward accuracy and honest records, never speed.

Rules that keep it honest. Overshooting has a cost ("a brighter light is not a success if we harm the river", Book 6). Twice per battle Gritsnare-style riders offer a SHORTCUT card that works now but breaks something two turns later. Heroes have no hit points: a maxed Mess meter means "Retreat and Retest" with the logged data as hints, never game over.

Across sessions. A per-skill mastery score picks the next problem's numbers; "Villain Returns" incidents mix old skills in (spaced practice, g = 0.28); moves level up with mastery (Fraction Flame becomes Fraction Flame II) and mastered moves can quick-cast so duels never feel like a worksheet; the type chart comes from each villain sheet's Weaknesses field (Sludgeburn is weak to Measure and Fair Test), so choosing which hero to bring is itself reasoning.

STEM problems as moves: four sample battles

No move has fixed power and there are no random critical hits: power comes from how accurate the child was, every miss shows why it missed, and no power-up ever reveals an answer (hints are tools: "measure again", "show a worked example", "check the source").

A. Grade 1, Dragon Hatchlings - Caldera: Kairo & Maya vs Sludgeburn. Sludgeburn's Stomp broke the cart bridge. Maya (voiced, no reading needed): "The gap is 7 Kairo-paws long. Our planks are 2 paws and 3 paws long. Can you cover it exactly?"

B. Grade 4, Dragon Explorers - Caldera boss: Kairo & Maya vs Sludgeburn & Gritsnare.

C. Grade 6, Dragon Guardians - Skyreach: Zephyra & Skye vs Heatfang & Smogrift. Smogrift plays "SUNNY FOREVER!"; Heatfang's smog bank will cover the weather station in 40 minutes and Skye must fly the backup sensor there. Zephyra glides at 24 km/h in still air.

D. Grades 9-12, Aethera Academy - Glitterdeep: Lumen & Tavi vs Glarebyte & Scrollshade. Glarebyte floods the crystal network with 12 alerts: "Mine collapse! Evacuate!"

Battling other kids, safely

Villain battles are the backbone and kid-vs-kid play is friendly sport, because research finds team play and team competition teach better than 1-vs-1 (Clark et al. 2016; Sailer & Homner 2020).

Academy Trials (1 vs 1 or 2 vs 2, grade 3 and up). Hero-vs-hero sparring, never enmity.

Fair Test Arena (grade 5 and up, a Poly Bridge-style build duel). Example, the Lava Channel Crossing: the span must be 3 1/4 m; beams are 1/2 m (1 Ember), 3/4 m (2) and 1 1/4 m (3); the budget is 8 Embers; each joint lowers capacity by 5 kg from 40 kg. Design A (1 1/4 + 1 1/4 + 3/4) costs 8, has 2 joints and holds 30 kg; Design B (1 1/4 + four 1/2 m) costs 7 but has 4 joints, holds 20 kg and fails the 30 kg cart. Score = Performance 40 + Reasoning 40 + Honest Record 20 - Book 6's rule, "grade the reasoning and honest records, not which bridge wins".

Co-op.

Safety ladder (safest first).

  1. Year 1: same-device pass-and-play, then classroom duels joined with a class code through a small turn server (no accounts, no personal data).

  2. Year 2, only after a privacy review: "Guild Night" (the whole class in one arena on the projector, each student on their own device), "Ghost Trials" (play a friend's saved team or design, no live contact), and online play only with parent-approved friend codes.

  3. Always: no free text or voice chat. The only chat is Evidence Cards built from menus ("I MEASURED [gap] = [2 3/4 m]", "I PREDICT [trial 3] will [fail] because [joints]") and preset emotes ("Nice test!", "Show your data!"). Names come from a word list ("Brave Ember 7"). No public leaderboards for K-5.

Levels and progression

It is one game: every move has a problem generator for each of the four book levels, and a parent or teacher (not the player) sets the level. Grades 3-5 is the core audience and the first slice.

Level

Grades

Controls and pacing

STEM content

Teaching approach

Battle modes

Dragon Hatchlings

K-2

Tap and drag, full voice-over, no reading, no timers

Counting, comparing, sorting sea life by traits, patterns, halves and fourths as pictures, measuring in Kairo-paws

Worked example first (instruction-first beats try-first for young learners)

Co-op only, 2-3 turn duels

Dragon Explorers

3-5

Soft timer, no speed score

Multiplication and division, fractions and decimals, levers, 3-trial fair tests, weather graphs, food webs, safe sampling, step-by-step algorithms

Worked examples fading to independent solves

Full type-chart duels, Academy Trials with Peer Review

Dragon Guardians

6-8

Optional timers

Ratios, unit rate and speed (Zephyra), percent error, food-web cascades (Marina), pH as a scale (Terra), programs with variables (Lumen)

"Try first, explain after" puzzles (conceptual gain g = 0.36)

Fair Test Arena, class-only rankings

Aethera Academy

9-12

Full controls

Equation balancing (Kairo), expected value of villain shortcuts, forecasts with sample-size confidence (Zephyra), population models (Marina), stoichiometry and log-scale pH (Terra), a "Code Your Dragon" script arena (Lumen & Tavi, like CodeCombat AI League)

Open investigations

Guild research raids

Each level's problem tables carry CCSS, NGSS and CSTA codes taken from the books' existing standards crosswalks, so the teacher guide can list them.

Building it for the web

The game is a web app first: players open a link, nothing to install. Three candidate engines go through a 3-week bake-off on real school devices; Unreal is paused for year 1 because it has no web export of its own.

Candidate

What it is

Strengths

Risks

A. TypeScript + three.js, HTML widgets

The 3D stage in three.js, the engine our dragon showcase pages already use (its WebGPU renderer falls back to WebGL 2); the battle UI and the 8 widgets as HTML/CSS/SVG on top

Smallest downloads: each hero's web model is 2.6-2.7 MB, a two-dragon duel about 5.3 MB; free (MIT); web UI makes touch, captions, voice-over and translation easy; TypeScript suits CS students

You build more of the plumbing yourselves (scene loading, audio, saves); low-end Chromebook frame rate untested. Babylon.js 9 (free, Apache-2.0, built-in GUI and audio) is the fuller-engine variant

B. Unity 6 Web build

Unity's official Web target: WebGL 2 by default, WebGPU fully supported from Unity 6.6 (Aug 2026) but off by default; C#

A full visual editor; the same project can later build Windows, Mac, iPad and Android apps; our Unity FBX files already exist

iPad Safari memory: the web game portal CrazyGames disables Unity games on iOS by default because of memory crashes; bigger downloads; licence settled: the author owns the project personally, so free Unity Personal applies until the game itself earns $200,000 in 12 months

C. Godot 4.7 web build (GDScript)

Godot's official Web export: WebGL 2 only (no WebGPU yet); the game is written in GDScript, because C# cannot be exported to the web

Completely free and open source (MIT: no fees, no revenue limit, no splash screen); a light editor that runs easily on the 2019 iMac; GDScript is Python-like; imports our glTF dragons directly; the same project can later build Windows, Mac, iPad and Android apps

Godot's docs say Safari has several WebGL 2 issues and recommend Chrome or Firefox, but every iPad browser runs on Safari's engine and iPads are a core target; the docs also say mobile web is 'significantly slower' than native; measured first download for a two-dragon duel about 11 MB (three.js 4.4 MB); open iPad crash reports

Paused: Unreal 5.8

No web export since UE 4.24; a browser only via Pixel Streaming (a cloud GPU per player) or a third-party exporter (SimplyStream)

Best-tested with our models so far

Streaming costs about $1.50-$6 per student-hour, needs WebRTC through school firewalls and sends each child's data to a GPU vendor; SimplyStream is one small vendor not endorsed by Epic. May return later as an optional installed edition reading the same problem files

Bake-off (about 3 weeks). Build the same tiny slice three times (three.js, Unity, Godot) - Kairo vs Sludgeburn, one arena, the Idle / Investigate / Roar clips and the fraction-wheel move - and test on a 4 GB school Chromebook, an older iPad (Safari), a current iPad and the 2019 iMac. Pass: first download about 20 MB or less and playing within 20 seconds, 30+ fps with two dragons on screen, no crash in 10 battles or a 30-minute session with sound on the older iPad, and a new dragon added on the server without rebuilding (full list under Unity vs Godot vs Unreal). Pick by those numbers plus how fast the students built it.

Architecture (any engine). One turn-based battle manager stepping Intro, VillainIntent, PlayerChoose, Solve, Resolve, StatusTick, CheckEnd, Debrief; problems, cards, villain tricks, the type chart and clip names as CSV/JSON you edit as spreadsheets; about 8 reusable widgets (slider estimate, fraction wheel, lever/balance, drag-sort, graph read, number pad, sequence builder, source trace); fractions as exact numerator/denominator pairs; a seeded random stream so every battle replays exactly (teacher replays, research logs, cheat-proof Ghost Trials); a build flag for the quiz-first research variant.

How the dragons plug in. Each dragon exports a web model (GLB: mesh, 56-60 bones, 7 named clips) plus a JPEG texture, already used by the showcase pages. One character record per dragon points at them, so swapping or adding a dragon is a data change. Load only the two duelling dragons per battle.

Networking. Browsers cannot host games for each other, so classroom duels use a small WebSocket server that relays turns by class code - HTTPS/WSS on port 443 only, no UDP, no accounts, no personal data. Same-device play needs no server. Year 2 online play extends the same server with parent-approved friend codes.

Hosting and offline. Static files from a content-delivery network with correct compression headers; an "Add to Home Screen" web-app mode (a PWA with a service worker) keeps cached battles playable on spotty school Wi-Fi; detect when a school has switched WebGL off and show a clear message; give school IT a one-page allowlist (one domain, port 443).

Still missing. 3D riders (2D portraits in year 1); web models for Sludgeburn and the five remaining villains; environments; UI art; voice-over for every rider line (essential for K-2); sound; effects; accessibility options (colour-blind-safe meters, captions, a dyslexia-friendly font).

Cost. three.js, Babylon.js and Godot are free and open source; Unity Personal is free for this project (individual owner; only revenue the game earns counts toward the $200,000 limit); static hosting plus a small turn server costs a few dollars a month (estimate).

Unity vs Godot vs Unreal

Unreal is out for the web game: it has no browser build of its own. Unity and Godot both play in a browser, and neither is proven on school iPads yet, which is what the bake-off decides. Godot's real costs are a bigger first download, a slower start and more memory than three.js; its real strengths are no fees or sign-in, an editor that suits the 2019 iMac, and loading new dragons after release. three.js stays the favourite for a web-first game because it is the smallest and fastest, and its HTML interface works with screen readers. In the measured test below, on a simulated school Chromebook the dragons appeared after 4.8 s with three.js and 10.5 s with Unity 6.3. Unity 6.6 took 11.7 s, and Godot 21.6 s, about four and a half times as long as three.js.

Question

Unity 6

Godot 4.7

Unreal 5.8

Plays in a browser, no install

Yes: official Web build, WebGL 2 (WebGPU from 6.6, off by default); iPad/iPhone Safari 15+ officially supported

Yes: WebGL 2 only (no WebGPU); the web game must be written in GDScript

No: only Pixel Streaming, a rented cloud GPU per player (about $1.50-9 per student-hour)

First download, two-dragon duel

Measured: about 10.4 MB (engine 2.7 MB; the rest is the two dragons)

Measured: about 11.3 MB (engine 7.2 MB)

Nothing to download, but 10-25 s to start each stream

iPad and Chromebook evidence

The game portal CrazyGames turns Unity games off on iOS by default because of memory crashes

Open iPad crash reports (#110187, #116750) and an iPad touch-position bug (#95941); no Chromebook reports either way

Needs school networks to allow WebRTC video

Installable apps later

Windows, Mac, iPad/iPhone, Android from one C# project

Windows, Mac, Linux, iOS, Android from one GDScript project

Windows, Mac, iOS, Android, consoles; no web

Cost for you

Free (Personal) until the game earns $200,000 in 12 months; needs a Unity Hub sign-in

Free forever (MIT): no fees, no account, no splash screen

Free; 5% royalty above $1M per product (from Wikipedia; Epic's page could not be checked)

Language

C#, plus built-in Visual Scripting

GDScript, Python-like and the easiest start; no visual scripting since 4.0

C++ and Blueprints (visual); the steepest

Adding dragons after release

Yes, through Addressables (download on demand)

Yes, tested: Terra's GLB loaded into a running web build, all 7 clips found, Roar played

Needs the third-party glTFRuntime plugin

Screen readers

Unity's screen-reader API does not cover Web

Experimental since 4.5; web support unverified

Experimental; Windows and iOS only

Classroom duels in a browser

WebSocket client; Unity Relay free up to 50 average players online (tell Unity first when children use its services)

WebSocket client and WebRTC, with our own small relay server

Not in a browser

Editor on the 2019 iMac

Runs now, but Unity 6.6 marks Intel Macs "deprecated" (to be removed later)

Runs easily (macOS 10.13+, 4 GB RAM)

No: the 5.8 editor lists Apple silicon Macs only

Trust and ecosystem

Largest asset store, tutorials and education plans; the Runtime Fee was announced in 2023 and cancelled in 2024

Community-run under MIT, so the licence cannot be taken back; smaller asset library

Controlled by Epic, which dropped its own web export in 4.24

All three engines draw the game onto one web canvas, so a screen reader hears nothing unless the game copies its text into HTML; three.js with an HTML interface avoids that.

Measured on the development PC (2026-09-26; re-run 2026-09-27 with Unity 6.6 added): the same test built four ways - three.js, Unity 6.3, Unity 6.6 and Godot. Kairo and Sludgeburn idle side by side, with a Roar button and a slider. An "Add Zephyra" button loads a third dragon from the server after release. One test program ran each build 5 times per condition (3 times in the Safari-engine test); the table shows the medians from the re-run. For the three builds measured on both days, the Chromebook-proxy starts matched within 2%. Software-graphics and second-visit starts were 16-27% faster in the re-run; only Godot in Safari's engine got slower (7.8 s against 6.6 s). On the first day the villain-dragon renders most likely kept the graphics card (50-96% busy) and the processor busy, which probably explains the gap.

Two-dragon test

three.js

Unity 6.3 Web

Unity 6.6 Web

Godot 4.7.2 Web

First download

4.6 MB

10.4 MB

11.8 MB

11.3 MB

of which engine code

0.2 MB

2.7 MB

4.0 MB

7.2 MB

Dragons on screen, fast desktop

0.5 s

1.5 s

1.5 s

6.7 s

Dragons on screen, Chromebook proxy (10 Mbit/s, CPU 4x slower)

4.8 s

10.5 s

11.7 s

21.6 s

Second visit (files cached), Chromebook proxy

1.0 s

2.6 s

2.7 s

5.7 s

Add Zephyra after release, Chromebook proxy

2.2 s

2.9 s

2.8 s

3.0 s

Browser memory (page + graphics process), fast desktop

about 190 MB

about 400 MB

about 440 MB

about 450 MB

Memory the engine sets aside for itself (WebAssembly)

none (uses normal page memory)

70 MB

147 MB

104 MB

Frame rate with a normal graphics card

60 fps

60 fps

60 fps

60 fps

Frame rate with software graphics (weak-GPU proxy)

14 fps

4 fps

4 fps

6 fps

Safari's engine (WebKit on Windows)

runs, 0.6 s

runs, 0.9 s

runs, 1.1 s

runs, 7.8 s; repeated WebGL error messages, dragons still drawn

Test builds, the test program and every run are kept in the project's work files and are not published on this site.

What every engine must prove in the bake-off, with the same scene on the same web host:

A fair run for each. Godot: 4.7.2 stable, the Compatibility renderer, threads off, dragon textures set to Lossy or VRAM-compressed (the default Lossless makes a dragon 5.6 MB instead of 1.9 MB), Brotli compression, the web-app (PWA) option on, sound playback set to Stream if the iPad crashes with sound, and 3D resolution scale left at 1.0. Unity: 6.3 LTS, the long-term-support version (supported until December 2027), with WebGL 2, ASTC textures for iPads, a set starting memory size, and dragons loaded through Addressables. We chose it over 6.6, which was 1.4 MB bigger and 12% slower to start in our test and only comes close with physics switched off.

When each engine fits. Unity: web plus native apps and the largest ecosystem from one C# project, if it passes the iPad memory test. Godot: free, account-free, light tools that run on the iMac, with native apps from the same project, if a 10 MB start is acceptable and it passes the iPad session test. Unreal: an installed PC, Mac or console showcase edition, built on an Apple-silicon Mac or a strong PC. three.js: web-first with the smallest downloads and an accessible interface, at the cost of building more of the game machinery ourselves.

Sources: Godot web export · Godot runtime file loading · Godot iPad crash #110187 · Godot iOS audio crash #116750 · Godot iPad touch #95941 · Godot licence · Unity Web browser compatibility · Unity system requirements · Unity pricing updates · Unity Addressables · CrazyGames technical requirements · Unreal Pixel Streaming · glTFRuntime · macOS Tahoe compatible Macs

Devices, and the 2019 iMac question

As a web app the game runs in the browser on school Chromebooks, iPads, Windows and Mac computers and Android tablets, with nothing to install; app-store versions are an optional later step.

Device

Plan

Notes

School Chromebooks

Web (Chrome) - the main target

Widely reported as the most common US school device (secondary sources); test on a 4 GB model; handle schools that switch WebGL off by policy

iPad

Web (Safari); an app-store build only if Safari fails the bake-off

Safari is the main risk: memory crashes for a Unity build, WebGL 2 issues for a Godot build; a home-screen install avoids Safari clearing cached files

Windows PC, Mac, Android tablet

Web

Any modern browser

2019 iMac (i5, 16 GB)

Plays it in Safari or Chrome; fine for web development (a code editor plus a browser), and it can run the Unity and Godot editors

It cannot run macOS Tahoe 26 (Apple) and Xcode 27 needs Tahoe, so it can build iPad apps only until Apple next raises the App Store requirement (Xcode requirements, App Store requirements) - which matters only if an app-store build is ever made

The Unreal-specific notes from the first version of this doc (editor requirements, universal Mac binaries) no longer apply while Unreal is paused.

Roadmap and first playable slice

The first playable slice is "Caldera: The Clogged Forge" for grades 3-5, about 3-4 months for one full-time developer or 4-6 months at part-time pace; the full year-one game is about 12 months. These are estimates, not quotes, assuming the author at about 10 h/week as designer and content lead plus 3-4 student developers at 10-15 h/week.

Embedded chart: year-one roadmap · 8 phases, 2 gates
This chart is part of the original document and cannot be shown on this page.

The slice and each region become data plus art once the battle system exists; regions 2-5 follow as each villain model is finished, and iOS release plus consent and privacy work add about 1-2 months.

The slice contains: one hub (the Blackridge forge yard, 6 curiosity sparks) and one fixed-camera arena; Kairo & Maya playable (Zephyra & Skye as a bench pick once her fix lands) against Sludgeburn & Gritsnare; 3 incidents - Pipe Gap (estimate then measure), Relabelled Wheel (equivalent fractions), Slag Plug (lever) - plus Gritsnare's Shortcut trick; 4 widgets, 6 Method cards, 4 Trick cards; the Field Notebook debrief; hot-seat Academy Trials; one K-2 version of the first battle to prove the levels work; played in the browser on a 4 GB Chromebook, an iPad and a Windows PC.

Slice exit tests:

Risks and kid safety

The biggest risk is a game that feels like homework or drifts into "a quiz with a dragon skin"; the biggest safety rule is no open chat and no strangers for children.

Risk

What could go wrong

Mitigation

Feels like homework

Moves that take 30+ seconds kill the fun

Solves of 5-30 s, quick-cast for mastered moves, a live hub, early pacing playtests

Quiz with a dragon skin

Card power stops depending on accuracy, and learning drops (Habgood & Ainsworth)

Every card scales with accuracy; every miss explains itself

Transfer gap

Kids master the tools but not paper problems (DragonBox study)

Standard-notation debrief, teacher-guide worksheets keyed to the same problems, paper items in every pilot

STEM accuracy

A generator produces a wrong "right answer"

Exact fraction arithmetic, unit tests for every generator, subject-expert review of each simulation

Assets not ready

Only 6 of 11 dragons finished; riders 2D only

Regions 2-5 wait on the pipeline; a web model for each new dragon

Content volume

5 regions x 4 levels x about 10 templates

One row per parameterised template; AI-drafted rows you review

Cross-age fairness

"I got 6/8 and lost"

Parents or teachers set levels; scores explained in the post-match replay

Reach

School IT can switch WebGL off or filter a new domain

Detect WebGL-off with a clear message; a one-page allowlist for IT (one domain, port 443); same-device play needs no server

Pokemon similarity

Lookalike names or icons

Use the genre, avoid capture balls, "trainer" language and icon styles

Team turnover

Student developers leave

Written battle-manager contract, data-driven content, version control from day 1

Evidence claims

Marketing outruns the data (Prodigy's evidence is correlational)

No efficacy claims before a pilot; the DragonBox trial's g = 0.27 is a realistic target

Kid-safety and privacy must-dos.

  1. Treat the game as child-directed under the amended COPPA Rule (full compliance required since April 22, 2026): minimal data, a written security program, a written retention policy, separate parental consent for any third-party sharing. The year-1 design (hot-seat and LAN, no accounts, word-list names, local saves) keeps most duties out of scope; still publish a privacy policy.

  2. No free text or voice chat by default, and none ever for under-13s - Evidence Cards and preset emotes only. Epic paid $520M partly over Fortnite's default-on chat (FTC).

  3. No stranger matchmaking for under-13s: classroom codes, parent-approved friend codes or ghost opponents, with parental consent through Kids Web Services before any online feature.

  4. Follow Apple's Kids Category rules: no third-party ad or analytics SDKs, a parental gate before any external link or purchase; keep analytics first-party (a teacher-exportable CSV log).

  5. Money: no loot boxes or paid random items (FTC Genshin Impact order), no pay-to-win and no paid "member" gear in class (the core of the complaint against Prodigy); sell as a one-time purchase or school licence.

  6. Healthy design: no streaks or countdowns that pull kids back, story-framed break prompts, no speed scoring, no public leaderboards for K-5, co-op only for K-2.

  7. Outside the US: the UK Age Appropriate Design Code (high-privacy defaults), a UK Online Safety Act children's risk assessment if UK kids can interact, and GDPR-K consent ages of 13-16.

  8. Age-rate the game honestly through IARC/ESRB.

Decisions for the author

Six choices set the engine, every problem table and the first build; each has a recommendation.

Sources

Research by four parallel researchers and a three-judge panel on 2026-09-25; the device section was checked against Epic and Apple pages the same day.