Learner Playtest
A lightweight way to gather human feedback on whether the game teaches, and turn it into something you can act on. A learning game can be fun, bug-free, and still fail its one job — so the focus stays on the learner's understanding and the exact moments they got stuck.
What this skill IS and IS NOT
- IS: an instrument for collecting feedback from real human learners (a Google Form question set you hand out, or an observation form you fill in) and analyzing what comes back.
- IS NOT: the AI pretending to be a player. The AI already knows the answers, so it cannot authentically learn or get confused — that signal only comes from real learners.
- IS NOT: a data-integrity or "is the game broken" check.
- Is the content correct / clean (wrong answers, PII)? →
game-content-audit. - Does the game open, render on mobile, buttons work? →
ship-check.
- Is the content correct / clean (wrong answers, PII)? →
- Does NOT create the live Google Form (that needs Google API + OAuth, a dependency we avoid). It writes the questions; you paste them into Google Forms yourself.
It pairs with learning-game-design: that skill defines the success signals
(the 2–4 observable things that mean "it works"); this skill checks reality
against them. Design problems found here route back to learning-game-design;
content errors a learner exposes route to game-content-audit.
Modes
survey— write a Google Form question set to give to many learners.observe— write an observation form for the teacher to fill while watching one learner.analyze [path-or-pasted]— read Form responses (Sheet/CSV export) or notes and produce a structured report + verdict.
Before generating in any mode, read the design spec
(design/learning-game-design-*.md) if present, and seed the learning objective
and success signals from it so the feedback tests the right thing.
The feedback loop (how the pieces connect)
survey mode → question set
→ you paste into Google Forms (free, no code)
→ learners answer → responses land in a Google Sheet automatically
→ export that Sheet → analyze mode reads it → report + verdict
The human feedback flows back into a Sheet and becomes analyzable — closing the loop with the rest of the toolset.
Mode: survey (Google Form question set)
Goal: feedback that actually guides development, not just a satisfaction score. Balance two kinds of question — keep both labeled so the user can drop a section:
- Perception (what the learner felt) — useful but soft on its own.
- Comprehension check (what the learner can now do) — a 2–3 item mini-quiz that measures real learning, not just "it was fun". Pull these from the learning objective. Without them you only learn that kids enjoyed it.
Output a paste-ready set, written in the learners' language (Thai if the audience is Thai), grouped and annotated with the Google Forms question type to choose:
# Learner Feedback Form — [game name]
> Paste into Google Forms. Question type shown in [brackets]. Keep it short
> (aim < 10 items) so learners finish. Collect grade/level, NOT names or IDs.
## About you (no personal data)
1. [Multiple choice] Your grade / level: ...
2. [Multiple choice] Had you studied [topic] before? (yes / a little / no)
## Perception
3. [Linear scale 1–5] How fun was it?
4. [Linear scale 1–5] How hard was it?
5. [Short answer] What part was confusing or where did you get stuck?
6. [Short answer] What would make it better?
## Comprehension check (measures learning — keep or remove as a block)
7. [Multiple choice] <a question testing the target skill, with the real answer
among options>
8. [Short answer] <a "show you understand" item, e.g. solve one / explain why>
9. [Multiple choice] <one more, slightly harder>
## Optional
10. [Checkbox] Would you want to play again? / recommend to a friend?
Tailor items 7–9 to the actual learning objective; do not leave them as placeholders. Remind the user: keep it anonymous (grade/level only), and that Google Forms can send responses straight to a Sheet (Responses → Link to Sheets).
Mode: observe (teacher watches one learner)
For deeper, qualitative signal on 1–2 learners. Output:
# Learner Observation — [game name]
## Session info: date / learner grade-level (no names) / setting / device / length
## Learning objective under test: [from design spec]
## First 2 minutes: understood what to do? first point of confusion?
## Core loop: completed prompt→act→feedback→progress alone? did feedback teach the WHY?
## Stuck points (most important)
| Moment / prompt | What happened | Confusion / content / UI / difficulty? |
|---|---|---|
## Did they learn? pre-check vs post-check (same task) — improved? could they explain why?
## Success signals (from spec): each → met / partial / not met / not observed
## Accessibility & friction: reading load, text size, color, language, time pressure
## Learner's own words: liked / disliked / found hard
## Bugs (secondary, keep short)
Mode: analyze
Read Google Form responses (Sheet/CSV export) or observation notes and produce a report. Rules:
- Separate observation from inference — label what learners did vs. what you conclude.
- Cluster stuck points by cause: confusion (didn't understand the task),
content (a wrong/ambiguous item → flag for
game-content-audit), UI, or difficulty (→ design change). - Score the comprehension check if present — that, not the fun rating, is the learning signal. High fun + low comprehension = CONCERNS, not PASS.
- For Form exports, a PII sweep first is wise (
game-content-audit --mode player-statscan scan the export) in case a learner typed a name.
Verdict
- PASS — objective evidenced (comprehension met); no blocking stuck points.
- CONCERNS — partial learning, or recurring confusion needing a design/content tweak, or fun-without-learning.
- FAIL — learners did not learn the target thing, or hit a session-stopping problem.
- Always note n = number of respondents/learners. One response is a signal, not proof; recommend several before trusting a PASS.
Output
Default paths: survey → playtests/feedback-form-[name].md;
observe → playtests/observation-[name]-[date].md;
analyze → playtests/playtest-report-[name]-[date].md.
Write only on approval ("save this", "เซฟเลย"). If a file exists, read it first and
preserve manual edits.
Anti-patterns
- Measuring fun instead of learning. Always include/keep a comprehension check.
- The AI simulating a learner. It cannot authentically learn or get stuck.
- Building the live Google Form via API. Write the questions; the user creates the Form. Stay dependency-free.
- Collecting personal data (names, student IDs, contact info) — grade/level only; sweep exports for PII.
- Treating one respondent as proof. Note n; recommend more.
- Fixing the game here. Route findings to
learning-game-design(design) orgame-content-audit(content); this skill collects and reports.