Guessing the teacher's password
The player is presented with a small scenario (a paragraph, possibly illustrated), and has a text field in which he can enter the name of a concept that applies - the name of a cognitive bias, or a logical fallacy, or a useful concept from economics or psychology or statistics, or a LW catchphrase. The text field has auto-complete (you don't need to enter the whole darn phrase), adn the player is scored by the time he took (if you guess wrong, the box blinks red for a couple seconds and you can guess again).
Example:
Scenario: "Bob is blaming his dad for letting the dog play outside and get hit by a car" - answer: "Hindsight bias"
A bunch of small scenarios could be made by getting a list of biases and other lesswrongy concepts, and a bunch of categories of real-life situations (family, work, school, health ...) and trying to come up with an illustration of the concept in each category - heck, even generating that list would be a valuable exercise.
This game wouldn't teach people how to use any skill, but it might help create a mental association between real-life situations and some applicable concepts, which would be a step towards making that kind of thinking automatic in everyday life.
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.