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Aetheria Classroom RPG

Theory → Art → Commerce: an educational RPG

The Full Pipeline

Aetheria is the project that proves the system works — and honestly reveals where it doesn't. It traveled the complete I→II→III path: from gamification theory to game design to revenue product. This write-up is a post-mortem, because honest reflection on what failed teaches more than polished success stories.[1] Ries argues that validated learning — the disciplined process of discovering what customers actually want — is the fundamental unit of progress for startups, and that learning often comes from failure rather than success.

graph LR I[ORGAN-I\nTheory] -->|Governance Gate 1:\nTheoretical Validity| II[ORGAN-II\nGame Design] II -->|Governance Gate 2:\nTeacher Readiness| III[ORGAN-III\nRevenue Product] III -->|Feedback Loop| I G1{Gate 1 Checks} -.->|Framework rigor\nPedagogical grounding\nEvidence base| I G2{Gate 2 Checks} -.->|Playtest results\nOnboarding time\nTeacher usability| II G1 -.- II G2 -.- III
The I→II→III pipeline with governance gates — each transition requires explicit validation before advancing

The Theory (ORGAN-I)

Not shallow "add points and badges" gamification. Structural gamification — using game design principles to reshape learning:[2] Deterding's framework distinguishes between surface-level gamification (points, badges, leaderboards) and deeper gameful design that draws on game design's capacity to create intrinsically motivated engagement.

  • Meaningful choices over reward schedules (Deterding's gameful design)
  • Recursive pedagogy — learning is recursive; Level 3 quests require applying Level 2 knowledge in new contexts
  • Narrative as motivation — academic mastery genuinely advances the plot, not as arbitrary overlay

The Game Design (ORGAN-II)

Character system: Four stats — Insight, Craft, Valor, Empathy — mapping to learning modalities, all growable.[3] Schell's lens-based approach to game design informed the stat system — each stat functions as a lens through which students engage with material, ensuring every learner finds a growth path. Quest design: Teachers create quests from assignment templates. A reading assignment becomes a "Library Expedition." The RPG framing provides structure that helps teachers design better assignments.[4] Koster's central thesis — that fun is the brain's response to mastering patterns — guided quest structure so that each quest teaches a recognizable pattern before layering complexity. World building: Procedurally generated from curriculum — a chemistry unit generates a world where alchemical principles govern reality.[5] Murray's concept of the procedural author — designing systems that generate narrative rather than scripting it directly — is the exact principle behind curriculum-driven world generation.

types/game-system.ts
// Character stat system — four growth dimensions
interface CharacterStats {
  insight: number;    // analytical, reading, research
  craft: number;      // making, building, creating
  valor: number;      // presentation, debate, leadership
  empathy: number;    // collaboration, peer review, mentorship
}

interface StudentCharacter {
  id: string;
  name: string;
  stats: CharacterStats;
  level: number;
  questLog: QuestEntry[];
  narrative: NarrativeState;
}

// Quest system — teachers author from templates
type QuestDifficulty = 'apprentice' | 'journeyman' | 'master';

interface QuestTemplate {
  id: string;
  assignmentType: 'reading' | 'writing' | 'project' | 'exam';
  narrativeFrame: string;        // "Library Expedition", "Forge Trial"
  statWeights: Partial<CharacterStats>;  // which stats grow
  difficulty: QuestDifficulty;
  prerequisites: string[];       // quest IDs for recursive depth
}

interface QuestEntry {
  templateId: string;
  status: 'available' | 'active' | 'completed' | 'failed';
  startedAt?: Date;
  completedAt?: Date;
  xpAwarded: number;
  narrativeOutcome?: string;     // procedurally generated
}

// World generation — curriculum drives reality
interface WorldConfig {
  subject: string;               // "chemistry", "literature"
  unit: string;                  // "organic compounds", "modernism"
  generativeRules: WorldRule[];  // curriculum → world mechanics
  aestheticTheme: string;        // "alchemical", "mythological"
}

interface WorldRule {
  curriculumConcept: string;
  worldMechanic: string;         // how concept manifests in-world
  interactionType: 'explore' | 'solve' | 'craft' | 'negotiate';
}
Core quest and character system type definitions — stats map to learning modalities, quests compose from assignment templates

Metrics

MetricValueAssessment
Pilot classrooms47Below target (100)
Teacher retention (month 2)68%Acceptable
Teacher retention (month 6)41%Below target (60%)
Student engagement increase+23%Strong
NPS (teachers)42Good but not great
Pilot metrics from 47 classrooms over 6 months — engagement gains were strong, but retention and adoption fell below targets

What Worked

Student engagement: +23% assignment completion. Narrative integration was the key — students cared about quest outcomes because the stories were connected to their actual learning.[6] Gee's research demonstrates that well-designed game environments create "situated meaning" — players learn because the context makes abstract concepts tangible and consequential, exactly what we observed in assignment completion data.[7] The engagement increase aligns with Csikszentmihalyi's flow theory: the quest structure balanced challenge and skill, keeping students in the productive zone between boredom and anxiety.

The governance pipeline caught quality issues early. At the I→II transition, we verified the theoretical framework. At II→III, we verified the game design was teacher-ready. Without these gates, we would have shipped too early.[8] Ostrom's work on institutional governance informed the gate structure — her design principles for managing shared resources translate directly to managing shared creative infrastructure, where premature release degrades the commons.

What Failed

Onboarding complexity. 2-3 hours of setup. Teachers don't have that time.[9] Brooks's observation that conceptual integrity demands one mind (or a very small team) shaping the user experience proved prescient — we had built a system that reflected our own understanding rather than meeting teachers where they were. Free tier didn't demonstrate value. Without the narrative engine, it looked like every other gamification tool.[10] Christensen's framework reveals our pricing failure — the free tier stripped away the disruptive innovation (narrative integration) and left only sustaining features that incumbents already offered better. Wrong sales direction. Bottom-up (individual teachers) when value was clearest at school level.[11] Self-determination theory explains the adoption gap: individual teachers lacked institutional autonomy to adopt a tool that required cross-classroom coordination, undermining the competence and relatedness needs that drive sustained engagement.

graph TD A[Teacher Discovery\n100%] --> B[Sign-Up\n73%] B --> C[Account Setup\n61%] C --> D[Classroom Config\n2-3 hrs\n38%] D --> E[First Quest Created\n29%] E --> F[Student Onboarding\n24%] F --> G[Active Month 1\n21%] G --> H[Retained Month 6\n8.6%] D -.- X1[DROP-OFF: Setup too long\n23% lost here] B -.- X2[DROP-OFF: Free tier\nlooks generic\n12% lost here] E -.- X3[DROP-OFF: Solo teacher\nno school support\n5% lost here] style X1 fill:#ff6b6b,color:#fff style X2 fill:#ff6b6b,color:#fff style X3 fill:#ff6b6b,color:#fff
Onboarding funnel with drop-off analysis — teacher attrition concentrated at setup complexity and free-tier value perception

Why Include a Failure?

The I→II→III pipeline worked as governance — it caught problems, preserved decisions, and enabled this post-mortem. The product needs iteration, but the system that produced it is sound. That's what governance as creative infrastructure looks like in practice: not preventing failure, but making failure legible and recoverable.[12] Papert's constructionism holds that the best learning happens through building things that fail and then understanding why — Aetheria itself became an instance of the pedagogy it tried to teach, and this post-mortem is the assignment.

47
Pilot Classrooms
41%
6-Month Retention
+23%
Engagement Increase
42
Teacher NPS
2.5h
Avg. Onboarding Time
4
Character Stat Axes
Aetheria by the numbers — a snapshot of what the pilot produced across engagement, retention, and design dimensions

References

  1. Ries, Eric. The Lean Startup. Crown Business, 2011.
  2. Deterding, Sebastian et al.. From Game Design Elements to Gamefulness: Defining Gamification. Proceedings of MindTrek 2011, ACM, 2011.
  3. Schell, Jesse. The Art of Game Design: A Book of Lenses. CRC Press, 2008.
  4. Koster, Raph. A Theory of Fun for Game Design. Paraglyph Press, 2004.
  5. Murray, Janet. Hamlet on the Holodeck: The Future of Narrative in Cyberspace. MIT Press, 1997.
  6. Gee, James Paul. What Video Games Have to Teach Us About Learning and Literacy. Palgrave Macmillan, 2003.
  7. Csikszentmihalyi, Mihaly. Flow: The Psychology of Optimal Experience. Harper & Row, 1990.
  8. Ostrom, Elinor. Governing the Commons: The Evolution of Institutions for Collective Action. Cambridge University Press, 1990.
  9. Brooks, Frederick P.. The Mythical Man-Month: Essays on Software Engineering. Addison-Wesley, 1975.
  10. Christensen, Clayton M.. The Innovator's Dilemma: When New Technologies Cause Great Firms to Fail. Harvard Business Review Press, 1997.
  11. Deci, Edward L. and Ryan, Richard M.. Self-Determination Theory: A Macrotheory of Human Motivation, Development, and Health. Canadian Psychology, 49(3), 2008.
  12. Papert, Seymour. Mindstorms: Children, Computers, and Powerful Ideas. Basic Books, 1980.