Phase 1
Briefing
30 sec
Pick one operation style (Recon, Systems, or Boss Sim).
Psychology: Choice preserves autonomy and lowers resistance.
Before dinner flow: open game -> clear 1 mission -> done
Jump To MissionTutorial Section
This tutorial is built as a mini campaign, not a rules lecture. It teaches game controls and ARFID-safe mission behavior at the same time.
Total target time: around 3 minutes. Teach one control, one behavior, one confidence win.
Phase 1
30 sec
Pick one operation style (Recon, Systems, or Boss Sim).
Psychology: Choice preserves autonomy and lowers resistance.
Phase 2
90 sec
Run the mission with hints, prompts, and one model response.
Psychology: Scaffolding supports success before independence.
Phase 3
60 sec
Complete the next step with fewer prompts.
Psychology: Fading support builds competence and confidence.
Phase 4
30 sec
Save one clue and one If-Then action plan for the next meal.
Psychology: Transfer links in-game learning to real-world behavior.
Tutorial Rule
Tutorial starts inside the game loop. Text is short, then action happens immediately.
Tutorial Rule
Use hard + soft scaffolds first, then reduce hints as the child succeeds.
Tutorial Rule
Reward appears right after process actions, not random or delayed.
Tutorial Rule
Every tutorial step is framed as campaign progress, not worksheet completion.
Tutorial Rule
Each mission ends with one next-meal behavior plan and fallback script.
Tutorial Rule
No pressure-to-eat mechanics, no guilt loops, and stop control is always visible.
Before
"You pick today's operation. We only need one small rep."
During
"Nice data. Want hint mode or solo mode for this step?"
After
"Log one clue and one next-meal move. Then we are done."
Save completion so campaign pages and reports reflect tutorial progress.
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Evidence links used for tutorial structure and interaction rules.