Puzzles
Crack secret codes, solve riddles, and untangle logic grids from the Golden Age of Piracy. Short rounds, big “aha!” moments.
Play puzzlesEvery game here is built from a real newSchoolWorks lesson. Explore the courses behind the games.
Crack pirate codes, argue at the Convention, and fork the timeline — games built from real newSchoolWorks lessons that grow harder as you climb the grades.
Crack secret codes, solve riddles, and untangle logic grids from the Golden Age of Piracy. Short rounds, big “aha!” moments.
Play puzzlesStep into a delegate’s shoes at the Convention: make claims, weigh evidence, argue your side, and vote like history depends on it.
Play simulationsFork history at one crucial decision, watch the consequences ripple, then defend your timeline against every what-if.
Read the evidence left behind — rock layers, weather logs, sky plates — and infer what happened. Then defend your conclusion like a scientist.
Play Field StationEvery science begins with an instrument. Pick the right tool, estimate before you measure, and spot the reading that cannot be trusted.
Play Instrument VaultRaise a skyscraper in 1870s Chicago or New York. Balance the engineering dial against the profit dial — and survive the wind.
Play Build UpwardSet the fines, bounties and rules; watch people respond. Second-order effects bite. The sharpest game in the arcade.
Bench or poster? Before or after? Mixture or not? Eight chemistry puzzles from the days when an element was something you could hold.
Whoever draws the map chooses the voters. Paint five districts on a 25-voter grid and watch the seats split from the votes.
Play Draw the Lines1929, 1933, 1941, 1964: four forks in the American Century. Change one decision — then defend who shares the power.
Play Fork the CenturyThe Goldilocks zone says a planet should be wet. Your job: argue the other side — with evidence, like a scientist.
The museum's real science walls, turned into games. Finish a game to light its wall — and meet your scientist self at the exit.
Four great debates from the Earth-and-Sky drawers — crater counts, first light, star-forges, rocky ledgers. Pick a side; both sides are honored.
Six mystery instruments from the lab's own cabinet. Guess what each one measures — the flip-card reveal is always a gift, never a grade.
Observe, predict, reveal — the scientific method by doing it, on the chemistry bench. Curiosity is the win; there is no wrong prediction.
Zoom into real Moon photography — highlands, meteor craters, a ring lake — and find the signal hiding in the noise. No timer, just looking.
Primary English, gamified for grades 3–6: collect words hiding in the lesson titles, stretch tiny sentences until they sing, climb story mountains, and hunt verbs in the hall claims.
Build your own deck from words in the lesson titles — wager, pursuit, claim, detail, inference, evidence. Flip, quiz, shuffle, then duel: which word carries more?
EN3's “Stretch it”: take a tiny sentence and grow it with who, where, when, why and how cards — then read it aloud to the room.
Play Stretch the SentencePlace the eight real lesson titles of “Eighty Days” and “The Holmes Method” on the mountain: beginning, climb, problem peak, descent, ending.
Play Story MountainEN3's “Verb hunt”: find the verbs hiding in the hall claims and the exhibit-story focus lines. Tap a word — if it acts, it lights up.
Economics and urban studies, gamified: run a market stall, share a pond, trace two life paths on the real quintile data, zone a city by the rent curve, push a skyline up or out, ride a practice ticker through boom and bust, and replay one village under four economic rule-sets.
Run a practice stall across five market days — weather and crowds shift, you set the price. Clear the goods and you read the crowd.
A shared pond, six rounds, no rules — then vote a take-limit and replay. Watch what the institution changes.
Two paths through school, first job, mid-career, and later life on the real quintile data. See how small advantages compound — then decide which ruler you trust.
Call the winning bid ring by ring, then zone the grid: shops, homes, factories. Nobody assigns the map — prices sort it.
Five toggles — land price, transit, elevators, zoning caps, demand — and the skyline rises or sprawls. What drives a city to build up, not out?
A practice ticker across boom and crash: price discovery, speculation vs. investment, incentives. Read the fundamentals — 1929 is the bookend.
One village, four rule-sets: mercantilist, market, planned, communal. Every choice shows its cost — every system pays for what it chooses.
Big History drawers, gamified: the claims are the curriculum's, quoted verbatim — the game is how you prove you can carry them.
Someone had to stay with the coals. Tend the fire keeper's chain, split the 100-unit resting budget between ape and keeper, and stand behind a verdict — from drawer 334's real objects. Play/Assess toggle included.
A docent locks you in the gallery. The puzzles are real — from the school's drawers. Solve every lock together and the door opens. Present-mode and read-aloud included for docent-led play.
Wolfgang Becker — pirate-corps docent, a fictional character — has locked the hold with six locks. Crack the cipher, the riddle, the vote, the shares, the words, and the map: every puzzle from drawer 11's real pirate puzzle chest. Now with a Play/Assess toggle — Assess mode scores every lock and queues the result.
Some galleries aren't escaped — they're faced. Assemble the record, keep the victims central, and stand before the evaluator. Opt-in, upper bands only, no score by design.
Josef Mengele appears in the Black Modern gallery only to be examined — never to teach. Under Arendt, the evaluator, reconstruct the record of what was done, how justice was evaded, and face the judgment. Records quoted verbatim from the museum docent API.
Every arcade game now carries a Play/Assess toggle. Play to explore; Assess to be scored — attempts recorded, no coaching, results queued for the school record. Below, the school's real assessments as a lightning round: the grader bot scores short answers first, and your teacher only steps in when the bot isn't confident.
The school's real assessments, played fast. Objective questions as a streak round; short answers queued for the grader bot. Runs on live assessment metadata — and on the real question sets the moment the school publishes them.
Three historical mysteries: how one assassination became a world war, whether pirates were democrats or criminals, and whether war made the 1918 pandemic. Examine the evidence one piece at a time, commit to a hypothesis, deliver your verdict.
Six eras, one settlement. From the first fire to the first bronze, every era hands you the hall's own question — and your answer moves Food, People, and Order toward one of four endings.
Four counterfactual forks of the American republic: no French alliance, a different Great Compromise, a failed expedition, no political parties. Three dials, three endings, your timeline against the real one.
Run a supply post through three price shocks — the tin shortage, the 1973 gas queue, the unpriced good — then found a city at one of six hearths. Watch stock, coin, and trust move with every call.
Sign the pirate articles at Nassau in 1718, or cross the Rockies as captain, interpreter, or host nation. Make the call in-role, then face the documents in the debrief.
Fourteen puzzles from the number line drawer set — frogs and jumps, fractions with new names, sliding decimals, ratios that must hold, the floor below…
Play The Number LineEight puzzles from the proof room — break a famous claim, give a reason instead of an example, fill the missing step, and argue area without the formu…
Play The Proof RoomSix puzzles from the data desk — read the column, mind the blank box, pick the right middle, and know which archer's sight is worth adjusting. Bean lo…
Six puzzles from measure and map — trust the right ruler, read the margin on a scale, walk the scale bar, and catch the map that hides its people.…
Three bench puzzles from the physics drawers — sort the bounce from the bend, sort the machine's trades from its cheats, and sequence the magnet inves…
Five bench puzzles from the living-world drawers — sequence a field observation, sort the anatomy bench, focus the microscope, sort bird evidence, and…
Play The Living WorldFour puzzles about how science is done — sort weather from climate, order the safety protocol, order an investigation, and sequence an algorithm until…
Six famous failures of knowing — the Edsel, the Digest poll, urban renewal, the population bomb, New Coke, and Galloping Gertie. Put every story in or…
Seven puzzles about the instruments that count society — the census box, the survey question, the unemployment rate, the map, the poverty line, the av…
Five puzzles about experiments on people — Hawthorne's lights, thirteen dry years, a lottery that took a generation, the obedience studies, and the mi…