Requirement status
docs/requirements-catalog.csv · status map: packages/curriculum/src/requirements/status.ts.GAM-001
Gamification
Gamification shall reward practice, explanation, transfer, persistence, and helpful collaboration rather than wealth accumulation.
Acceptance: Badges map to skills/behaviors.
Recognition maps to skills and learning behaviors, never money.
GAM-002
Gamification
The system shall support play-money wallets used only inside learning simulations.
Acceptance: Play money is clearly labeled and cannot be cashed out.
Play-money wallet is labeled “can't be spent or cashed out” and exists only inside missions.
GAM-003
Gamification
Parents may optionally configure family rewards, but the platform shall not prescribe spending or allowance amounts.
Acceptance: Reward setup supports non-monetary options.
Family reward configuration not built; the product never prescribes allowance or contribution amounts.
GAM-004
Gamification
The platform shall support digital badges, certificates, printable achievements, and optional physical challenge coins/event rewards.
Acceptance: Reward type can be selected by sponsor/program.
Digital Skill Stars only; certificates, printable achievements and challenge coins not yet.
GAM-005
Gamification
Streaks shall not punish children for missed days or create pressure to disclose personal data.
Acceptance: Streak recovery/grace behavior is supportive.
No streaks; pausing never costs anything.
GAM-006
Gamification
The platform shall avoid variable-ratio gambling-like reward mechanics.
Acceptance: Rewards are transparent and tied to learning actions.
No random or variable rewards; recognition is transparent and tied to actions.
GAM-007
Gamification
Institution-sponsored giveaways shall require parent-facing terms and age-appropriate eligibility rules.
Acceptance: Reward promotion is separated from core learning.
Sponsored giveaways not implemented.
GAM-008
Gamification
Kids shall be able to collect “Skill Stars” or equivalent recognition across curriculum tracks.
Acceptance: Collection reflects breadth of practice rather than dollar values.
Skill Stars collect per skill, reflecting breadth of practice.
GAM-009
Gamification
Gamification settings shall be age-banded.
Acceptance: Younger learners receive simpler visual reinforcement; teens receive more autonomy and less childish treatment.
Teens see a skill log instead of stars and less playful treatment; per-band recognition styles are configured.
GAM-010
Gamification
The system shall allow a curriculum item to disable gamification when the topic is sensitive.
Acceptance: Serious topics are not forced into playful treatment.
Per-item toggle disables playful recognition for sensitive topics.
/studio/library