Science of learning

Why it works.

Every rule in the game comes from more than a century of research on memory and learning, confirmed by meta-analyses published since 2020. Here we explain the seven principles the platform is built on, and the studies behind them.

Across 222 classroom studies with 48,478 students, quizzing raised academic achievement to a medium extent.

Yang, Luo, Vadillo, Yu and Shanks (2021), meta-analysis published in Psychological Bulletin.

Seven principles, seven design decisions

01 · The problemForgetting curveForgetting does not follow a single curve: the rate changes over the first hours, the first week and beyond. And a group's average curve does not describe each person.In the game: questions come back before they are forgotten.02 · When to reviewSpaced repetitionA meta-analysis of 29 studies found a strong benefit from spacing out quiz sessions instead of running them back to back. Longer gaps work better when you need to remember later.In the game: a memory model per person and per question.03 · How to reviewRetrieval practiceA meta-analysis of 222 classroom studies with 48,478 students found that quizzing improves achievement to a medium extent.In the game: questions instead of summaries.04 · After answeringFeedbackA meta-analysis of 435 studies found a medium effect of feedback. Explaining the answer tends to teach more than just saying right or wrong.In the game: the correct answer and a short explanation, every time.05 · The right effortDesirable difficulties and interleavingMixing topics feels slower, but learning sticks better. In a physics course, interleaved practice improved scores on surprise tests, even though students thought they learned less.In the game: questions from earlier levels mixed in with new ones.06 · The formatPicture superiority effectPictures are remembered better than words, and recent studies explain this by distinctiveness. And placing picture and text together, without irrelevant detail, helps people learn.In the game: images in questions and in answers.07 · MotivationGamification researchFive meta-analyses published since 2020 found positive effects of gamification on learning. In an experiment, badges and leaderboards reinforced the sense of competence.In the game: levels, medals, leaderboards and challenges.

From research to screen

What the research saysWhat the game doesSource
We forget what we do not review, at a rate that changes over time, and the group average is not each person's curveSix questions a day instead of one long sessionRadvansky and colleagues (2022); Murre (2023); Ebbinghaus (1885)
Spacing out quiz sessions gives a strong benefit, and longer gaps help you remember laterEach correct answer pushes the question's next appearance further awayLatimier and colleagues (2021); Kim and Webb (2022); Cepeda and colleagues (2008)
The memory half-life of each item can be estimated from the answer historyA memory half-life model per person and per questionSettles and Meeder (2016); Ye and colleagues (2022)
Quizzing improves achievement to a medium extent, in real classrooms tooEverything is question and answerYang and colleagues (2021); Agarwal and colleagues (2021); Roediger and Karpicke (2006)
Plausible alternatives can trigger productive retrievalBelievable wrong answers, checked against quality rulesLittle and colleagues (2012)
Feedback has a medium effect, and explaining the answer teaches more than right or wrongThe correct answer and an explanation after every questionWisniewski and colleagues (2020); Mertens and colleagues (2022); Butler and Roediger (2008)
Mixing topics improves memory and transfer to new casesQuestions from earlier levels mixed in with new onesFirth and colleagues (2021); Samani and Pan (2021); Bjork and Bjork (2020)
Pictures are remembered better than words, and recent studies explain this by distinctivenessQuestions and answers with imagesHigdon and colleagues (2025); Noetel and colleagues (2022); Paivio and Csapo (1973)
Gamification has positive effects on learning, and badges reinforce the sense of competenceSix medals, levels, leaderboards and challengesBai and colleagues (2020); Sailer and Homner (2020); Sailer and colleagues (2017)
See all references

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