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Spark Village · Mission 1

Handoff

Build notes after the science pass. Play stays on the spec. This page is what not to simulate, what to log, and what done means.

In the syllabus

Out of this mission

Do not teach

Systems

Topology

Ports on the cell, switch, bulb, meter, and lamp. A wire is a seated plug. The lamp or bulb lights only if there is one closed path through the cell and a closed switch. Count of parts stays small. Snap radius is generous.

Current value

The dial sets I. The engine does not compute it from resistance. Time and charge follow I = Q/t in coulombs, seconds, and amperes. The unit ring converts milliamperes or minutes before a check.

Ammeter

Valid only when the meter is in the same path as the bulb or lamp. Clipped across the bulb, the needle is unusable and the trial stops. The marker snaps to a labelled tick.

Models

The lens does not change the circuit. The jar pictures charge accumulating. The swarm pictures nearly 6 × 10¹⁸ electrons per coulomb. Neither is a lab instrument.

Electron Dodger, optional

After the copper view is open, the student may steer Amp between the model electrons. A few hits and Amp overcharges, the round ends, and he resets. Skip is always there. No mastery flag, no miss count, no change to the circuit. Overcharge is the toy’s game-over, not a claim about real electrons.

Attempts

Only a committed try increments the miss count: Try, a released marker, wheels checked, a decade set, or arrows released. Fiddling does not.

Mastery flags

M1-A through M1-I are flags. The lamp and the cutscene play even if a flag is unset. A flag that needed the explanation can be earned on one skippable retry. Coins and the badge never gate a stage.

Question metadata

Store this beside any authored check. Game-facing words stay original. Do not paste a board paper into the scene.

source_type
NCERT, or a later verified CBSE paper
chapter
Electricity
subtopic
Electric current and circuit
concept_tags
current, charge, time, ammeter, electron, direction
cognitive_type
knowledge, application, or analysis
atomic_skills
identify, relation, units, calculation, interpretation
game_mechanic
snap, trace, mark, wheels, decade, twist, tile
feedback_mode
consequence, then hint, then explanation
mastery_condition
which flag, and whether the explanation was used

Events

Access

Assets still to build

Acceptance