CONCEPT PROTOTYPE · PILOT Published research, applied generally — not advice about, or tracking of, any specific real child.

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Learning Strategy · pilot

How children learn well.

A first pilot pass at a question behind every subject, not just Mathematics: what actually helps a child learn, stay motivated, and keep going — according to published cognitive-science and motivation research, not opinion. General, across ages and subjects; refined further from here.

International learning concept — currently available in English. DE / RU / UK: roadmap.

General findings, not individual tracking. Nothing here profiles, scores or monitors a real child. No accounts, no names, no progress tied to a person. What follows is published research about learning in general, and how this prototype's own design already reflects it — or plans to.

What research says actually helps

Some popular study habits barely work. A few boring ones work very well.

The most cited review of study techniques (Dunlosky et al., 2013) rated ten common techniques by how well the evidence supports them:

High utility

Practice testing — actively recalling an answer, not just looking at it (this prototype's "try yourself" steps). Distributed / spaced practice — short sessions spread over days beat one long cram session.

Moderate utility

Elaborative interrogation ("why is this true?"), self-explanation, interleaved practice (mixing problem types instead of blocking them).

Low utility — despite being the most common

Rereading, highlighting/underlining, summarizing, keyword mnemonics, imagery. They feel productive; the evidence says they help far less than testing yourself.

Already in this prototype: the Mathematics demo's "Try yourself" step is retrieval practice; its "Why" step (three layers) is elaborative interrogation. Not yet built: a spaced-repetition return prompt — the clearest next step this research points to.

What separates learners who keep improving

Not fixed talent — how effort and setbacks are treated.

Carol Dweck's research found that praising a child's intelligence after success tends to backfire: children start avoiding challenges, to protect the "smart" label. Praising the process — effort, strategy, persistence — makes children more willing to take on hard problems and keep trying after failure.

Important nuance from Dweck herself: praising effort alone is empty if the child is stuck and getting nowhere — the point is effort plus trying a different strategy, not effort as a ritual.

Already reflected in this prototype's game design: no scores, no leaderboard, no "you are worse than 82%" — see School's calm game principles, now with a cited reason, not just a preference.

What actually motivates a child to keep learning

Autonomy, competence, relatedness — not prizes.

Self-Determination Theory (Deci & Ryan) finds three needs drive real, lasting motivation: autonomy (a sense of choice, not being controlled), competence (a real feeling of getting better), and relatedness (feeling connected to others in the process — a teacher, a peer, or here, the Common Table).

A separate, well-replicated finding — the overjustification effect — shows that adding an external reward (points, prizes, badges) to something a child already finds interesting can reduce their own interest in it afterwards, especially when the reward is promised in advance for doing the activity.

This is the researched reason behind the site's existing rule: no loot boxes, no gambling mechanics, no casino visuals, no streak pressure. Reward should follow a real, useful result (Curate, Verify, Contribute — already the model in Medicine → Contribute), not be dangled in front of ordinary learning.

Courses: a concept, not a real enrollment system

Intensive, standard, supported — same topic, different pace.

Education research calls this differentiated instruction: not different content for different children, but the same important ideas at a pace and level of support that fits where a learner actually is — extra time and re-teaching for one child, more depth and independent exploration for another.

Concept

Supported pace

More worked examples, smaller steps, re-explanation before moving on.

Concept

Standard pace

The default path — what the Mathematics demo shows today.

Concept

Intensive / depth

Faster through the basics, more time on the "Why" layer and open questions.

No real course catalog, enrollment, or scheduling exists in this prototype. This maps onto the existing "Explain to" idea (young / older / exam) as a pacing question, not only an age question.

Who checks progress — and how

Frequent, low-stakes feedback beats one big test.

Formative assessment — small, frequent, descriptive feedback while learning is still happening — improves learning more than summative assessment (one grade at the end) alone, and research finds the two work best together, not as a replacement for each other.

In this prototype, only the learner sees their own self-check progress — nothing is saved, scored or reported anywhere. Real progress monitoring by a parent, teacher or tutor is not built here; it is a future, separate safety design, the same boundary already stated for those roles across School.

Separation

Research findings ≠ this prototype's own synthesis.

Research findings

Published, peer-reviewed or widely-replicated results, named and dated below — not this prototype's opinion.

II synthesis

How this page connects that research to School's actual design (the boxed notes above) — written for this prototype.

Not yet built

Individualized tracking, parent/teacher dashboards, a real spaced-repetition scheduler, a real course catalog.

Sources & verification

Where this comes from.

Checked directly on 2026-09-16. Named as text, not linked out — this static preview makes zero outbound calls or references.

This is a first pilot pass, not a literature review — findings are widely-cited and stable, but citations above are by author/year/venue, not by page number; treat this section as a starting point for further reading, not a complete bibliography.