
Original IP · Experimental
Mind Dojo
Case study
Case study
- Project type
- AI learning product · Narrative system
- Status
- Prototype in active development
- Audience
- Children · Initial Year-4 playtesting
The problem
Most learning apps reward quick answers. Mind Dojo is designed to help children notice how they think: how they understand a problem, find useful clues, choose a strategy, and explain what they did.
The story
The curriculum becomes a dojo journey guided by Sensei, an ongoing mentor rather than a disposable chatbot. The relationship gives abstract thinking skills a character, a place, and a sense of progress that can develop over time.
The system
Each challenge follows a five-stage thinking loop: understand the goal, find the clues, choose a strategy, solve, and explain. Six disciplines turn that process toward logic, language, science, story, patterns, and resilience.
AI provides contextual feedback and supports the continuing Sensei relationship. The pedagogy, boundaries, and emotional tone remain deliberately authored: process over speed, curiosity over shame, and feedback a child can actually use.


