Original IP · Experimental

Mind Dojo

Co-creator · Narrative and learning design

An AI-powered thinking-skills game built around process, reflection, and a long-term Sensei relationship.

Case study

Project type
AI learning product · Narrative system
Audience
Children · Years 3–6 content · school pilot
Status
Prototype · school pilot

Case study

01

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.

02

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.

03

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.

In development · Prototype · school pilot

Mind Dojo is on my bench right now.

A thinking-skills adventure for kids. A gym for the mind, not a test.