Spark Village · Mission 1
Read me
Plain English, for anyone who needs the idea before the design pages.
What we are building
One playable slice of a Class 10 science game. The chapter is Electricity. This slice does not teach the whole chapter. It teaches the opening ideas: a closed circuit, what current is, how an ammeter is used, charge and time, electrons in a metal wire, and why the usual current arrow points the opposite way from the electrons.
It is a game, not a worksheet with pictures. The student handles toy parts. The village is the reason to bother.
The game, simply
- The village is dark. You are Wonder or Arav. Professor Ohm asks you to make one light work.
- You pick up a cell, a bulb, a switch, and wires. You plug them together and press a lever. If the loop is open, the bulb stays dark. If it is closed, it glows.
- You look inside the wire with a lens. Tiny electrons are moving. You can poke one. It is a model, not a real microscope. If you want a break, you can steer Amp between them. A few hits and he overcharges and the round ends. That game is optional. The lesson does not need it, and overcharge is not a science fact.
- You snap a meter into the loop and slide a marker to the tick the needle points at. That number is the current.
- You turn a dial and a clock, guess how much charge will collect, and watch a jar fill. The jar is a picture of charge, not a school instrument. Then you try it with a different unknown.
- You set two dials for how many electrons that charge means. About 6 × 10¹⁸ in one coulomb. You do not click the “right” electron.
- Two arrows disagree. You twist them, pin three cards, and snap a short sentence. Conventional current goes the other way from the electrons.
- Out on the street, one lamp has a loose plug. You fix it with the same moves. One lamp comes on. The clinic and the pump stay dark.
- A short cutscene. Ohm asks what is pushing the flow. There is no puzzle and no answer yet. You can skip it.
If you get something wrong, the object shows it. A hint comes next. A plain explanation comes after that. You still have to do the move yourself. Playing with the parts is never punished.
When it is accepted
The slice is accepted when a student can do the science with their hands, and the build matches these checks:
- An open switch or a loose plug leaves the bulb dark. Closing the loop lights it.
- Turning the cell around does not, by itself, keep a good loop dark.
- A meter clipped the wrong way gives a useless reading. It does not explode.
- The student can read a tick on the meter without pixel-perfect aiming.
- They can predict charge, current, or time, including one unit change, after seeing the jar fill.
- One coulomb is accepted as about 6 × 10¹⁸ electrons. Missing 6.25 is not a fail.
- They can place the two arrows opposite each other and say why.
- One street lamp can be fixed. The rest of the village stays dark.
- The ending cutscene can be skipped. It does not teach voltage.
- Coins and badges do not block any of the science.
- Picking things up and putting them down does not count as a mistake.
This site is the final PRD for Mission 1. Electron Dodger is the only optional piece. Everything else on this page is core.