Type-Matched Weapon
playabletype_matched_weapon · general · sorter.type_match
Concept: Any set of categories
Player does: Weapon modes are categories; only the right one hurts each labeled enemy
Breaks: Items that look alike belong to the same category
Category membership follows a defining feature, not surface resemblance.
Congruence Stamp
playablecongruence_stamp · math · sorter.bins
Concept: Congruence criteria
Player does: Sort triangle pairs into SSS / SAS / ASA / not enough info
Breaks: SSA proves congruence
Side-Side-Angle does not guarantee congruent triangles; it can produce two different triangles from the same measurements.
Reaction Type Sorter
playablereaction_type_sorter · chemistry · sorter.bins
Concept: Reaction types
Player does: Sort reactions into synthesis, decomposition, single/double replacement, combustion
Breaks: Any reaction with O₂ is combustion
Combustion specifically requires a fuel reacting rapidly with oxygen to release heat and light, not just any reaction involving O2.
Polarity Sorter
playablepolarity_sorter · chemistry · sorter.bins
Concept: Molecular polarity
Player does: Sort molecules polar vs nonpolar from their shape
Breaks: Polar bonds always make a polar molecule
A molecule's overall polarity depends on its geometry too, since symmetric arrangements of polar bonds can cancel out.
Membrane Router
playablemembrane_router · biology · sorter.bins
Concept: Membrane selectivity
Player does: Route molecules to simple diffusion, channel, or pump
Breaks: Anything small passes freely
The membrane is selectively permeable, so a molecule's charge and polarity, not just its size, decide its crossing route.
Taxonomy Tower
playabletaxonomy_tower · biology · sorter.hierarchy
Concept: Classification hierarchy
Player does: Nest kingdom through species into a climbable tower
Breaks: Species that look alike are closest relatives
Taxonomic closeness is based on shared ancestry and genetics, and can differ from superficial resemblance.
Immune Defense
playableimmune_defense · biology · sorter.type_match
Concept: Innate vs adaptive immunity
Player does: Deploy the right defender against each invader
Breaks: Antibiotics kill viruses
Antibiotics target bacterial processes and have no effect on viruses.
Plate Boundary Sorter
playableplate_boundary_sorter · earth_space · sorter.bins
Concept: Plate boundaries
Player does: Sort features to convergent, divergent, or transform boundaries
Breaks: Earthquakes only happen at convergent boundaries
Earthquakes occur at all three boundary types, including the sliding motion of transform boundaries.
Evidence Lab
playableevidence_lab · history · sorter.bins
Concept: Primary vs secondary sources
Player does: Inspect documents and classify each one
Breaks: Old means primary
A primary source comes directly from the time or people being studied; age alone does not decide the category.
Era Sorter
playableera_sorter · history · sorter.bins
Concept: Periodization
Player does: Sort artifacts and events into eras
Breaks: Eras begin and end on exact dates
Historical eras are analytical categories with fuzzy, debated boundaries, not events with exact start and end dates.
Branch Router
playablebranch_router · civics · sorter.bins
Concept: Separation of powers
Player does: Route each power to the legislative, executive, or judicial branch
Breaks: The president makes laws
Congress makes laws; the president's executive branch enforces them.
Federalism Venn
playablefederalism_venn · civics · sorter.venn
Concept: Federalism
Player does: Place powers in the federal, state, or shared regions
Breaks: States can't make laws of their own
Federalism divides power between national and state governments, and states retain law-making authority of their own.
Climate Zone Sorter
playableclimate_zone_sorter · geography · sorter.bins
Concept: Climate zones
Player does: Sort cities into climate zones from their data
Breaks: Latitude alone sets climate
Climate depends on elevation, ocean currents, and prevailing winds too, not on latitude alone.
GDP Sorter
playablegdp_sorter · economics · sorter.bins
Concept: GDP components
Player does: Sort transactions into C, I, G, NX, or not counted
Breaks: Buying a used car counts toward GDP
GDP counts newly produced goods and services, so a resale like a used car is excluded.
Policy Levers
playablepolicy_levers · economics · sorter.bins
Concept: Fiscal vs monetary policy
Player does: Assign each lever to the central bank or the legislature
Breaks: The president sets interest rates
Interest rates are set by the central bank's monetary policy, while the legislature controls fiscal policy like spending and taxes.
Conditioning Lab
playableconditioning_lab · psychology · sorter.bins
Concept: Classical vs operant conditioning
Player does: Sort scenarios into classical or operant and label the parts
Breaks: Negative reinforcement is punishment
Negative reinforcement removes something aversive to increase a behavior, while punishment decreases a behavior.
Experiment Designer
playableexperiment_designer · psychology · sorter.bins
Concept: Experimental design
Player does: Label the IV, DV, controls, and confounds
Breaks: Correlational studies show causes
Only a controlled experiment that manipulates the independent variable can support a causal claim; correlation alone cannot.
Maslow Tower
playablemaslow_tower · psychology · sorter.hierarchy
Concept: Hierarchy of needs
Player does: Stack needs into the tower's levels
Breaks: Higher needs never matter until lower ones are fully met
Maslow's levels describe a general tendency, and people often pursue higher needs before lower ones are fully satisfied.
Fallacy Duel
playablefallacy_duel · philosophy · sorter.type_match
Concept: Fallacies
Player does: Parry each fallacy the Sophist throws with its name
Breaks: An argument with a fallacy has a false conclusion
A fallacy is a flaw in the reasoning, so a fallacious argument can still happen to reach a true conclusion.
Ethics Lenses
playableethics_lenses · philosophy · sorter.bins
Concept: Ethical frameworks
Player does: Sort judgments into utilitarian, deontological, or virtue reasoning
Breaks: Deontology judges actions by their consequences
Deontology judges actions by whether they follow a duty or rule, while consequences are what utilitarianism weighs.
Device Hunter
playabledevice_hunter · literature · sorter.type_match
Concept: Literary devices
Player does: Tag each passage's device as it scrolls past
Breaks: Every comparison is a metaphor
A simile compares with "like" or "as" while a metaphor asserts one thing is another, so not every comparison is a metaphor.
Appeal Sorter
playableappeal_sorter · writing · sorter.bins
Concept: Ethos, pathos, logos
Player does: Sort ad lines by rhetorical appeal
Breaks: Pathos means manipulating with emotion
Pathos is a legitimate appeal to emotion that can support an argument, not by definition a manipulation.
Gender Gates
playablegender_gates · language · sorter.bins
Concept: Noun gender / classes
Player does: Only the matching-gender gate opens for each noun
Breaks: Grammatical gender follows meaning
Grammatical gender is a memorized class of the noun, not a reflection of the object's real-world meaning.
Movement Sorter
playablemovement_sorter · art · sorter.bins
Concept: Art movements
Player does: Sort described works into movements by their features
Breaks: Movements are defined by date alone
An art movement is defined by shared stylistic features and ideas, not just by when a work was made.