QuantumLearning Machines
Decision Room Shell / Business strategy

Business Case V10

Business Case becomes a strategic decision environment where learners make predictions, act, revise, transfer, and produce evidence.

Domain world

A strategy room with stakeholders, incentives, risk, tradeoffs, scenarios, and recommendation defense.

A strategy room with stakeholders, incentives, risk, tradeoffs, scenarios, and recommendation defense. This V10 profile is intentionally separate from the current Business Case runtime until the new shell is built and validated.

risk matrixstakeholder boardscenario leverfinancial/impact modelrecommendation memostakeholder mapmarket signal
Learner contract
1goal
2prediction
3action
4observation
5explanation
6revision
7transfer
8evidence
First action

Map the first stakeholder tradeoff, choose a strategy, then defend the recommendation.

V10 forbids blank-canvas confusion: the first action must be visible, meaningful, and produce a consequence.

Misconception traps
  • Highest ROI is not always best strategy
  • Stakeholder alignment can matter more than raw financial upside
Adaptive intelligence
  • Add stakeholder pushback
  • Change market or policy constraint mid-case
  • Increase transfer distance after strong explanation
  • Add scaffold when revision quality drops
  • Route repeated misconception to a repair micro-mission
Evidence engine
Processpredictionaction traceobservationexplanationrevision
CognitiveD1 conceptual modelD2 quantitative reasoningD3 uncertainty calibrationD4 communicationD5 transfer
CompetencyUC1 problem framingUC2 evidence useUC3 adaptive executionUC4 collaboration readinessUC5 ethical judgment
TeacherOSbizcase misconception patternnarrative intervention prioritynext best micro-intervention
QLM Proofclaimprocess evidencedefense prompttransfer artifactverification summary
Studio generation contract

What Studio must generate

  • mission contract
  • domain-authentic shell
  • variables and controls
  • misconception traps
  • TeacherOS evidence summary
  • QLM Proof-ready artifact
Readiness gates
One clear goal

The learner sees one mission goal before any controls compete for attention.

Visible first action

The first action is obvious, clickable/touchable, and visibly changes state.

Three meaningful decisions

The mission requires at least three choices where different reasoning produces different outcomes.

Misconception trap

The sim includes a likely misconception and captures evidence when the learner falls into or avoids it.

Revision opportunity

The learner can revise after observing consequences instead of being graded only on first output.

Transfer prompt

The learner applies the same reasoning to a new context before completion.

Teacher-readable evidence

TeacherOS can summarize prediction, action, observation, explanation, revision, and transfer.

Teacher value contract

The sim must resist cheating, reduce burnout, reduce grading time, maximize screen-time value, and support misconception-cluster feedback.

Teacher source control

Teacher-provided sources, datasets, documents, and research constraints must be preserved in the mission contract.

TeachProof recommendation

TeacherOS/TeachProof must recommend how the classroom simulation should have been run based on observed student events.

Grade-appropriate shell

The selected shell changes language density, controls, read-aloud, and scaffolding by grade band.

Accessibility baseline

The experience is Chromebook-safe, keyboard reachable, reduced-motion aware, and readable.

Visual distinctiveness

The sim is not a reskin: objects, controls, mission art, and success state are domain-specific.

Playable V10 missions

Pick one mission. Follow the guide. Submit evidence.

These are the original STEM missions upgraded into the V10 workflow: start, goal, controls, evidence, submit.

6-8 / 9-12 / undergrad · bizcase shell

Launch MVP

Allocate budget across R&D, Marketing, Hiring, Ops

revenueADVANCE QUARTER
Launch guided mission