First thing that popped into my head:
A farming game that teaches expected outcomes and dealing with sunk costs.
Phase 1 is "Make a Plan." You choose what to plant, what upgrades you want to achieve, etc. If you want to reinforce the value of planning, other elements (expanding your house, what kind of farm you want to have) should also have you make a plan. Give opportunities for people to prepare for risks (storm-proofing, crop diversity), and if the risk happens, remind them that they should have prepared.
Phase 2 is where the mindless clicking would normally go in a farming game - but now the idea is to replace some of it with sunk cost type decisions. You planted corn, but someone offers you a deal on grape vines that would require losing a field of corn. You planned to hire a plant scientist, but now they're more expensive than they were. Will you go against the plan?
Has something in common with Agricola. Although I think Agricola and Seven Wonders are best at making you think about opportunity costs - there are lots of good things you want to do, and you can't do them all.
Last month, mobile gaming superstar Angry Birds was out-sold in some countries by DragonBox, a kids game in which players solve alegbra equations.
How does the game work? Jonathan Liu explains:
The key to DragonBox's success is not that it's the best algebra tutorial available, but rather that it's actually fun for its target audience to play.
Others have noticed the potential of "computer-assisted education" before. Aubrey Daniels writes:
Remember what works in reinforcement: Small reinforcements are fine, but the reinforcer should immediately follow the target behavior, and it should be conditional on the specific behavior you want to strengthen.
Video games are perfect for that! Little hits of reinforcement can be given many times a minute, conditional on exactly the kind of behavior your want to reinforce, and conditional on exactly the behavior you want to reinforce.
DragonBox is just a particularly successful implementation of this insight.
One of the goals for the Center for Applied Rationality is to develop rationality games and apps. But it's tricky to think of how to make addictive games that actually teach rationality skills. So I'd like to provide a place for people to brainstorm ideas about what would make an addictive and instructive rationality game.
See also: Rationality and Video Games, Gamification and Rationality Training, Raytheon to Develop Rationality-Training Games.