Mimic Chest
playablemimic_chest · general · truth_finder.mimic
Concept: Any concept with a listed misconception
Player does: Several claims, exactly one false; expose the lie
Breaks: Any listed misconception of the concept
Testing each claim against what the source actually says is how you catch a plausible-sounding falsehood.
Chrono-Bridge
playablechrono_bridge · general · sequencer.linear
Concept: Any process, timeline, or procedure
Player does: Place the steps in the right order; decoys don't belong
Breaks: The order of steps doesn't matter
A procedure works only because each step prepares the next; reordering breaks the chain.
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.
Grapple Anchors
playablegrapple_anchors · general · linker.pairs
Concept: Any set of matched pairs (term–definition, part–function)
Player does: Chain lightning jumps only between matching pairs
Breaks: Similar-sounding terms mean the same thing
Each term has one partner; matching by meaning, not by sound, is what makes the link hold.
Cycle Wheel
playablecycle_wheel · general · sequencer.cycle
Concept: Any cyclic process
Player does: A loop of rooms rotates one stage per clear; trigger the stages in order
Breaks: A cycle has a fixed start and end
A cycle has no first stage; what matters is which stage feeds which.
★ Number Line Leap
playablenumber_line_leap · math · mapper.number_line
Concept: Magnitude, fractions, negatives
Player does: Land on 3/8 or −2.5 with only coarse landmarks labeled
Breaks: A bigger denominator means a bigger fraction
A fraction's size comes from how far along the line it lands, and a bigger denominator makes each step smaller.
Equivalent Landing
playableequivalent_landing · math · mapper.number_line
Concept: Equivalent fractions
Player does: Two different-looking fractions must land on the same stone
Breaks: Different numerals mean different amounts
Equivalent fractions name the same point on the line, no matter how they are written.
Log Scope
playablelog_scope · math · mapper.number_line
Concept: Scientific notation, orders of magnitude
Player does: Place 10⁻⁹ m, 10³ m, 10⁶ m on a zoomable log line
Breaks: 10⁻⁹ is a large negative number
A negative exponent means a tiny positive number; each step on a log line multiplies by ten.
Integer Lift
playableinteger_lift · math · mapper.number_line
Concept: Signed-number arithmetic
Player does: Ride the elevator through basement floors: −3 − (−5)
Breaks: Subtracting a negative makes a number smaller
Subtracting a negative moves you up the line, because it undoes a move down.
Gear Ratio Gate
playablegear_ratio_gate · math · tuner.formula
Concept: Ratios & proportion
Player does: Set gear tooth counts so the portcullis rises at the target speed
Breaks: Ratios scale by adding the same amount
A ratio scales by multiplying both parts by the same factor, never by adding to them.
Percent Shop
playablepercent_shop · math · tuner.formula
Concept: Percent change
Player does: Apply successive markups and discounts to hit an exact price
Breaks: −20% then +20% returns to the start
Successive percent changes multiply, so a 20% drop and a 20% rise do not cancel.
Unit Pipeline
playableunit_pipeline · math · transformer.composition
Concept: Dimensional analysis
Player does: Chain conversion-factor pipes; joints connect only when units cancel
Breaks: Units are labels you can drop
Units multiply and cancel like numbers, which is exactly how a chain of conversions works.
Order of Operations Forge
playableorder_of_ops_forge · math · transformer.trace
Concept: Order of operations
Player does: Predict what the calculator machine outputs for a nested expression
Breaks: Operations always go left to right
Operations follow precedence and grouping, not reading order.
★ Balance Chamber
playablebalance_chamber · math · balance.equation
Concept: Solving linear equations
Player does: Apply the same operation to both pans until x stands alone
Breaks: You can move a term across without changing its sign
Moving a term to the other side is really applying the same operation to both sides, which flips its sign.
Intersection Hunt
playableintersection_hunt · math · mapper.plane
Concept: Systems of equations
Player does: Mark the one point both laser paths pass through
Breaks: A solution only has to satisfy one equation
A system's solution must satisfy every equation at once, which is exactly where the lines intersect.
Allowed Region
playableallowed_region · math · mapper.plane
Concept: Inequalities
Player does: Only tiles where y < 2x + 1 are solid; mark the safe region
Breaks: Multiplying by a negative keeps the inequality direction
Multiplying or dividing an inequality by a negative number flips the inequality's direction.
Distance Field
playabledistance_field · math · mapper.number_line
Concept: Absolute value
Player does: Beacons light where |x − 3| < 2; mark the whole lit stretch
Breaks: |x| just deletes a minus sign, so |x| = x
Absolute value is distance from zero, so |x| equals x only when x is nonnegative; otherwise it flips the sign.
Graph Terrain
playablegraph_terrain · math · tuner.curve
Concept: Slope & intercept
Player does: Tune m and b so the ramp meets the ledge
Breaks: Slope is run over rise
Slope is rise over run, the vertical change divided by the horizontal change, not the other way around.
Function Factory
playablefunction_factory · math · transformer.function_machine
Concept: What a function is
Player does: Feed inputs, watch outputs, predict the output for a new input
Breaks: A function must be a formula
A function is any rule pairing each input to exactly one output, whether given by a formula, table, or graph.
Reverse Factory
catalogreverse_factory · math · transformer.inverse
Concept: Inverse functions
Player does: Run the machine backward to recover the input
Breaks: f⁻¹(x) means 1/f(x)
The inverse function f⁻¹ undoes f by swapping inputs and outputs; it is not the reciprocal 1/f(x).
Machine Pipeline
playablemachine_pipeline · math · transformer.composition
Concept: Composition
Player does: Order two machines so the crate exits as the target
Breaks: f(g(x)) = g(f(x))
Function composition is generally not commutative, so f(g(x)) and g(f(x)) usually differ.
Input Filter
cataloginput_filter · math · transformer.domain_filter
Concept: Domain & range
Player does: Choose which crates the √ or 1/x machine accepts without jamming
Breaks: Every real number is a valid input
A function's domain excludes inputs that break it, like negatives under a square root or zero in a denominator.
Projectile Architect
playableprojectile_architect · math · tuner.curve
Concept: Quadratics (standard form)
Player does: Tune a, b, c so the arc threads the rings
Breaks: c changes how wide the parabola is
In standard form the leading coefficient a controls the parabola's width, while c only shifts the y-intercept.
Move the Arc
playablemove_the_arc · math · tuner.curve
Concept: Vertex form
Player does: Drag h, k, a to move the parabola onto its target
Breaks: (x − 3)² shifts the graph left
In vertex form, (x − h)² shifts the graph right by h, so (x − 3)² shifts right, not left.
Sea Level Roots
playablesea_level_roots · math · function_world.roots
Concept: Zeros / roots
Player does: Mark every point where the terrain meets sea level
Breaks: Every quadratic has two real roots
A quadratic can have two, one, or zero real roots, depending on whether its graph crosses, touches, or misses the x-axis.
Factor Forge
playablefactor_forge · math · builder.tiles
Concept: Factoring
Player does: Arrange algebra tiles into a rectangle whose sides are the factors
Breaks: x² + 5x + 6 = (x + 5)(x + 1)
Factoring requires two numbers that multiply to the constant and add to the middle coefficient, here 2 and 3, giving (x + 2)(x + 3).
Replication Chamber
playablereplication_chamber · math · simulator.reach_state
Concept: Exponential growth
Player does: Set the growth factor so the colony hits the target on day n
Breaks: Exponential growth is fast linear growth
Exponential growth multiplies by a constant factor each step, which eventually outpaces any linear growth no matter how fast.
Reverse Growth
playablereverse_growth · math · tuner.formula
Concept: Logarithms
Player does: Choose how many doublings reach the target population
Breaks: A logarithm is division
A logarithm answers how many times to multiply by the base to reach a value; it is the inverse of exponentiation, not division.
Pattern Path
playablepattern_path · math · transformer.function_machine
Concept: Arithmetic & geometric sequences
Player does: Jump to the stone holding the next term
Breaks: Every sequence adds a constant
An arithmetic sequence adds a constant difference, but a geometric sequence multiplies by a constant ratio instead.
Inheritance Machine
playableinheritance_machine · math · simulator.reach_state
Concept: Recursive sequences
Player does: Set a₁ and the rule so generation 5 matches
Breaks: Recursive and explicit rules can't describe the same sequence
A recursive rule and an explicit formula can generate exactly the same sequence, just computed differently.
Exponent Mimic
playableexponent_mimic · math · truth_finder.mimic
Concept: Exponent rules
Player does: Expose the chest claiming x²·x³ = x⁶
Breaks: Multiply exponents when multiplying powers
When multiplying powers with the same base, exponents add, so x²·x³ = x⁵, not x⁶.
Transform Key
catalogtransform_key · math · transformer.geometric
Concept: Rigid transformations & symmetry
Player does: Rotate, reflect, translate the key until it fits the slot
Breaks: A line reflection equals a 180° rotation
A reflection flips a shape's orientation while a 180° rotation preserves it, so the two are not the same transformation.
Mirror Angles
playablemirror_angles · math · tuner.formula
Concept: Reflection angles
Player does: Set mirror angles so the beam hits the crystal
Breaks: Light bounces straight back off any mirror
Light reflects so the angle of incidence equals the angle of reflection, not straight back unless it hit head-on.
Area Tiler
playablearea_tiler · math · builder.tiles
Concept: Area vs perimeter
Player does: Tile the room, then fence it; compare both counts
Breaks: More area always means more perimeter
Area and perimeter can change independently, so a shape can have more area with less perimeter, and vice versa.
Pythagoras Bridge
playablepythagoras_bridge · math · tuner.formula
Concept: Pythagorean theorem
Player does: Cut the plank that spans the diagonal gap
Breaks: The hypotenuse is a + b
The hypotenuse's length is the square root of a² + b², not the simple sum of the legs.
Scale Shifter
playablescale_shifter · math · tuner.formula
Concept: Similarity; square-cube law
Player does: Grow ray: double your size, 8× your weight, too big for the gap
Breaks: Doubling length doubles volume
Volume scales with the cube of linear size, so doubling length multiplies volume by eight, not two.
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.
Proof Ladder
playableproof_ladder · math · sequencer.linear
Concept: Two-column proofs
Player does: Order the rungs of a proof; one decoy reason doesn't follow
Breaks: If it looks true in the diagram, it's proven
A geometric proof needs a chain of justified statements, since a diagram can look true without the relationship being proven.
Volume Pour
playablevolume_pour · math · tuner.formula
Concept: Volume
Player does: Fill differently shaped tanks to the same volume
Breaks: The taller container holds more
Volume depends on the full shape, not just height, so a shorter but wider container can hold more.
Coordinate Treasure
playablecoordinate_treasure · math · mapper.plane
Concept: Distance & midpoint
Player does: Mark the midpoint between two torches on the grid
Breaks: The midpoint is the difference of the coordinates
The midpoint is the average of the two points' coordinates, not their difference.
Circular Navigator
playablecircular_navigator · math · mapper.plane
Concept: Unit circle
Player does: Walk the unit circle to where the x-shadow reads the given cos θ
Breaks: sin θ is the x-coordinate
On the unit circle cos θ is the x-coordinate and sin θ is the y-coordinate.
Projection Machine
playableprojection_machine · math · mapper.number_line
Concept: sin & cos as projections
Player does: Predict where the rotating point's shadow lands at θ
Breaks: sin and cos are unrelated functions
Sine and cosine are the two shadows of one rotating point, which is why they share a period and trade peaks.
★ Phase Gate
playablephase_gate · math · tuner.oscillator
Concept: Period
Player does: Dial the period so the vault rings lock
Breaks: A bigger b makes the period longer
The period of sin(bt) is 2π/|b|, so a bigger b squeezes the wave and shortens the period.
Pulse Matcher
playablepulse_matcher · math · tuner.oscillator
Concept: Frequency
Player does: Match pulses per second to the beacon
Breaks: Frequency and period are the same number
Frequency is the reciprocal of the period: cycles per unit time, not time per cycle.
Oscillation Reach
playableoscillation_reach · math · tuner.oscillator
Concept: Amplitude
Player does: Set the swing so the platform just touches each checkpoint
Breaks: Amplitude is peak-to-trough
Amplitude is the distance from the midline to a peak, half of the full swing.
Wave Alignment
playablewave_alignment · math · tuner.oscillator
Concept: Phase shift
Player does: Slide one wave in time until the peaks align
Breaks: sin(x + π/2) shifts right
Adding inside the argument shifts the graph left, because each output now happens earlier.
Radian Rune Line
playableradian_rune_line · math · mapper.number_line
Concept: Radian measure
Player does: Step onto 5π/6 on the unrolled circle
Breaks: π radians is a full turn
A full turn is 2π radians because the unit circle's circumference is 2π; π is half a turn.
Arc Builder
playablearc_builder · math · tuner.formula
Concept: Arc length s = rθ
Player does: Lay rope along the rim; the angle is arc ÷ radius
Breaks: An angle's radian measure depends on the circle's size
Radian measure is arc length divided by radius, so it is the same for any circle.
Identity Circuits
playableidentity_circuits · math · truth_finder.mimic
Concept: Trig identities
Player does: Several routes transform the signal; expose the non-equivalent one
Breaks: Identities only hold at special angles
An identity holds for every angle; one counterexample is enough to expose an impostor.
Trig Solve Bridge
playabletrig_solve_bridge · math · sequencer.linear
Concept: Solving sin x = k
Player does: Lay the planks: isolate, reference angle, quadrants, all solutions
Breaks: sin x = ½ has one solution
Solving a trig equation means isolating, finding the reference angle, then using every quadrant where the sign matches.
Approach Target
playableapproach_target · math · function_world.limit
Concept: Limit as x → a
Player does: Walk toward x = a while the f(x) marker approaches its destination
Breaks: A limit is the value at the point
A limit describes where f(x) approaches as x nears a, which can differ from f(a) or exist even when f(a) does not.
Two-Path Convergence
playabletwo_path_convergence · math · function_world.limit
Concept: Two-sided limits
Player does: Approach by left and right routes; the gate opens only if both reach the same height
Breaks: One side is enough
A two-sided limit exists only when the left-hand and right-hand limits agree.
Directional Scanner
playabledirectional_scanner · math · function_world.limit
Concept: One-sided limits
Player does: Scan the machine from one side only; predict where the output heads
Breaks: x → a⁻ means x is negative
x → a⁻ means x approaches a from values less than a, not that x itself is negative.
Broken Tile
playablebroken_tile · math · function_world.limit
Concept: Limit exists at a hole
Player does: The tile at x = a is missing, but both paths converge on one spot
Breaks: No f(a), no limit
A limit can exist at a point even when the function itself is undefined there, as long as both sides converge to the same value.
★ Decoy Destination
playabledecoy_destination · math · function_world.limit
Concept: Limit ≠ function value
Player does: Nearby paths converge on one platform, but the tile at a teleports elsewhere
Breaks: The limit always equals f(a)
A limit describes where nearby values head, which can differ from the function's actual defined value at that point.
Split Gate
playablesplit_gate · math · function_world.limit
Concept: Jump discontinuity (DNE)
Player does: Approaching from the left raises one gate half; from the right, a different height
Breaks: Every function has a limit at every point
When the left and right limits disagree, as at a jump, the two-sided limit does not exist.
Runaway Elevator
playablerunaway_elevator · math · function_world.limit
Concept: Infinite limits
Player does: Near the forbidden floor the elevator climbs faster and never settles
Breaks: An infinite limit is a very large number
An infinite limit means the function grows without bound, describing behavior, not a specific large numeric value.
Long Horizon
playablelong_horizon · math · function_world.asymptote
Concept: Limits at infinity
Player does: Travel far; the terrain levels toward a fixed altitude
Breaks: A curve can never cross its asymptote
A function can cross a horizontal asymptote near the middle of its domain; the asymptote only describes its far-away behavior.
Closing Walls
catalogclosing_walls · math · function_world.squeeze
Concept: Squeeze theorem
Player does: Upper and lower walls close in; predict where the trapped orb ends
Breaks: The trapped function can escape between the bounds
If two bounding functions converge to the same limit, the squeezed function trapped between them must converge there too.
Precision Zone
catalogprecision_zone · math · function_world.epsilon_delta
Concept: ε-δ definition
Player does: The target band shrinks; choose how close x must stay to a
Breaks: You pick δ first, then ε
The ε-δ definition works the other way: for any tolerance ε chosen first, a matching δ must be found.
Unbroken Track
playableunbroken_track · math · function_world.continuity
Concept: Continuity
Player does: A cart rides the track; mark where holes, jumps, and blow-ups stop it
Breaks: Continuous just means defined everywhere
Continuity requires the limit to exist and equal the function's value at every point, not merely being defined there.
Repair the Track
playablerepair_the_track · math · function_world.continuity
Concept: Removable discontinuity
Player does: Place the missing piece where the surrounding track says it belongs
Breaks: Any discontinuity can be patched with one point
Only a removable discontinuity, where the limit exists but the function value doesn't match, can be fixed by redefining one point.
Slope Scanner
playableslope_scanner · math · function_world.slope
Concept: Slope depends on position
Player does: Cross curved terrain with a tangent scanner; mark the steepest spot
Breaks: A curve has one slope
A curve's slope, given by its derivative, changes from point to point rather than staying fixed.
Speed Snapshot
playablespeed_snapshot · math · function_world.secant
Concept: Instantaneous rate
Player does: Freeze time over shorter windows to read the vehicle's speed
Breaks: Instantaneous rate = average rate over the trip
Instantaneous rate is the limit of the average rate as the time window shrinks to zero, not the average over the whole trip.
Closing Gates
playableclosing_gates · math · function_world.secant
Concept: Difference quotient → derivative
Player does: Two checkpoints slide together while Δy/Δx updates
Breaks: The secant slope is the derivative
The derivative is the limit of the secant slope as the two points merge, not the secant slope at any fixed separation.
Momentum Direction
playablemomentum_direction · math · function_world.slope
Concept: Sign of f′
Player does: Mark where the terrain pushes you forward vs back
Breaks: f′ < 0 means f < 0
The sign of f′ tells whether f is increasing or decreasing, which is unrelated to whether f itself is positive or negative.
Zero-Force Zones
playablezero_force_zones · math · function_world.slope
Concept: Critical points
Player does: Find every spot where the horizontal push vanishes
Breaks: f′ = 0 always means a max or min
A critical point where f′ = 0 can be a local max, local min, or neither, like a saddle point.
Curvature Gravity
playablecurvature_gravity · math · function_world.slope
Concept: Concavity
Player does: Steering bends with how the slope itself changes
Breaks: Concave down means decreasing
Concavity describes how the slope itself is changing, which is independent of whether the function is increasing or decreasing.
Gravity Flip
playablegravity_flip · math · function_world.slope
Concept: Inflection points
Player does: Mark where the world's curvature flips
Breaks: An inflection point is where f′ = 0
An inflection point is where concavity changes, marked by f″ = 0, not necessarily where f′ = 0.
Peak Efficiency
playablepeak_efficiency · math · tuner.optimize
Concept: Optimization
Player does: Tune the parameter to maximize the machine's output
Breaks: The max is always at an endpoint
An optimum can occur at a critical point in the interior, not just at an endpoint of the domain.
Linked Machines
playablelinked_machines · math · tuner.formula
Concept: Related rates
Player does: Set how fast the radius grows so volume rises at the target rate
Breaks: Linked quantities change at the same rate
Related quantities change at rates connected by the chain rule, which usually differ rather than match.
Derivative Machine
playablederivative_machine · math · transformer.function_machine
Concept: Differentiation rules
Player does: The machine turns f into f′; predict its output for a new f
Breaks: d/dx x³ = 3x³
The power rule brings the exponent down as a coefficient and reduces it by one, so d/dx x³ = 3x², not 3x³.
★ Tile the Region
playabletile_the_region · math · accumulator.riemann
Concept: Riemann sums
Player does: Place narrower and narrower blocks under the curved ceiling
Breaks: Left sums always underestimate
Whether a left or right Riemann sum over- or underestimates the true area depends on whether the function is increasing or decreasing.
Fill the Reservoir
playablefill_the_reservoir · math · accumulator.area
Concept: Definite integral as area
Player does: Stop the gate where the reservoir holds the target volume
Breaks: Area under a curve needs a geometric formula
The definite integral gives exact area under a curve even when no simple geometric shape formula applies.
Energy Ledger
playableenergy_ledger · math · accumulator.signed
Concept: Signed area
Player does: Area above the axis charges the battery; below drains it
Breaks: Area below the axis counts as positive
The definite integral treats area below the x-axis as negative, subtracting from the total rather than adding.
Resource Collector
playableresource_collector · math · accumulator.rate_total
Concept: Accumulation from a rate
Player does: Ride through changing production rates; predict inventory at t
Breaks: Total = rate × time even when the rate changes
When the rate changes, total accumulation is the integral of the rate over time, not a single rate times time.
Rate-Total Machine
playablerate_total_machine · math · accumulator.rate_total
Concept: Fundamental Theorem
Player does: Switch between the rate gauge and the storage tank; predict each
Breaks: Integrals and derivatives are unrelated
The Fundamental Theorem of Calculus links them directly: differentiation and integration are inverse operations.
Integration Window
playableintegration_window · math · accumulator.area
Concept: Changing bounds
Player does: Drag the window's edges to hit the target total
Breaks: Swapping the bounds doesn't matter
Swapping the limits of integration flips the sign of the definite integral's value.
Level the Reservoir
playablelevel_the_reservoir · math · accumulator.average_value
Concept: Average value
Player does: Flatten uneven water into a rectangle of equal area
Breaks: Average value is the average of the endpoints
The average value of a function over an interval is its integral divided by the interval length, not just the average of the endpoints.
Rate Runner
playablerate_runner · math · accumulator.rate_total
Concept: Position from velocity
Player does: Sketch your ghost's velocity; position is the area under it
Breaks: The velocity graph shows the path's shape
A velocity-time graph shows speed and direction over time; its shape is not the shape of the object's actual path.
Vector Winds
playablevector_winds · math · mapper.plane
Concept: Vector addition
Player does: Place fans; mark where their combined push carries you
Breaks: Vectors add like numbers (3 + 4 = 7)
Vectors add component-wise (or tip-to-tail), so their combined magnitude generally is not the simple sum of their lengths.
Component Split
playablecomponent_split · math · mapper.plane
Concept: Components
Player does: Split thrust into x and y engines that land you on target
Breaks: Components add up to the magnitude
A vector's magnitude comes from the Pythagorean combination of its components, not their simple sum.
Transformation Grid
catalogtransformation_grid · math · transformer.matrix
Concept: Matrices as transformations
Player does: Pick the 2×2 matrix that turns the rune into the door's shape
Breaks: Matrix multiplication is commutative
Matrix multiplication generally is not commutative, so applying two transformations in a different order gives a different result.
Determinant Press
catalogdeterminant_press · math · transformer.matrix
Concept: Determinant as area scale
Player does: Predict the stamped area after the matrix press
Breaks: The determinant is the sum of the entries
The determinant measures how a matrix scales area (or volume); it is computed from a product-and-difference formula, not a sum of entries.
Repeat Experiment
playablerepeat_experiment · math · simulator.sample
Concept: Variability
Player does: Rerun the identical experiment; predict the spread
Breaks: Same setup, same result
Random variation means identical setups can still produce different results from trial to trial.
Prediction Stabilizer
playableprediction_stabilizer · math · simulator.sample
Concept: Law of large numbers
Player does: Choose how many trials until the estimate stays in the band
Breaks: After five heads, tails is due
Independent trials have no memory, so past outcomes don't change future odds; the law of large numbers only stabilizes averages over many trials.
Long-Run Casino
playablelong_run_casino · math · simulator.sample
Concept: Expected value
Player does: Pick the table with the best long-run payoff, then watch 1,000 plays
Breaks: The biggest prize is the best bet
Expected value weighs each payoff by its probability, so a rare huge prize can still be a worse bet than a smaller frequent one.
Population Collector
playablepopulation_collector · math · simulator.sample
Concept: Sampling bias
Player does: Sample only reachable districts; explain why the estimate drifts
Breaks: A bigger biased sample fixes the bias
A biased sampling method stays biased no matter how large the sample gets; only fixing the method removes the bias.
Capture the Parameter
playablecapture_the_parameter · math · simulator.sample
Concept: Confidence intervals
Player does: Throw interval nets; predict how many catch the hidden true value
Breaks: There's a 95% chance this one interval holds the value
A 95% confidence level describes the method's long-run capture rate across many intervals, not the chance for one already-computed interval.
Spread Field
playablespread_field · math · sequencer.rank
Concept: Standard deviation
Player does: Rank datasets with the same mean by spread
Breaks: Same mean, same data
Two datasets can share the same mean while differing greatly in standard deviation, which measures the spread around it.
Scatter Landscape
playablescatter_landscape · math · mapper.number_line
Concept: Correlation
Player does: Place each scatter plot's r on the −1…1 line
Breaks: r = 0 means no relationship of any kind
A correlation of r = 0 rules out a linear relationship but not a strong nonlinear one.
Hidden Variable Mystery
playablehidden_variable_mystery · math · investigator.elimination
Concept: Correlation vs causation
Player does: Find the hidden third system driving both meters
Breaks: Correlation proves causation
A correlation can be explained by a hidden confounding variable driving both, rather than one causing the other.
Evidence Updater
playableevidence_updater · math · mapper.number_line
Concept: Bayes' theorem
Player does: After the test result, set the belief meter
Breaks: A 99%-accurate test means a 99% chance you're sick
Bayes' theorem shows the chance of being sick given a positive test also depends on the disease's rarity, which can make it far below the test's accuracy rate.
Restricted World
playablerestricted_world · math · mapper.number_line
Concept: Conditional probability
Player does: Irrelevant outcomes vanish once the condition is known; place P(A|B)
Breaks: P(A|B) = P(B|A)
Conditional probability is not symmetric in general: P(A|B) and P(B|A) can be very different values.
Odds Forge
playableodds_forge · math · simulator.sample
Concept: Probability & counting
Player does: Choose the fork with the best odds of loot
Breaks: Two outcomes means 50/50
Probability depends on how many ways each outcome can occur, not just how many outcomes are listed.
Mean-Median Seesaw
playablemean_median_seesaw · math · balance.torque
Concept: Mean vs median
Player does: Add an outlier; move the fulcrum (mean) while the median marker stays put
Breaks: Mean and median always move together
The mean is pulled toward outliers while the median resists them, so the two can move very differently as data changes.