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Abhimanyu Gupta
All inventions
PrototypeSimulation

Gamelytics

Analytics concepts taught through competitive play against a live dataset.

Classroom EngagementStudent Learning

The problem

Analytics is taught as a sequence of techniques, then assessed as a sequence of techniques. Students rarely have to choose an approach under uncertainty, which is the only thing the job actually requires.

The idea

A game layer over real analytical decisions: teams make calls, see consequences, and iterate across rounds.

What it does

  • Runs multi-round analytical challenges against shared data.
  • Scores decision quality, not just correct syntax.
  • Shows a leaderboard that resets pressure each round.

How it works

  1. 1

    Round opens

    Teams receive data and an ambiguous decision.

  2. 2

    Commit

    Each team submits an approach and a recommendation.

  3. 3

    Consequences

    Outcomes are revealed and carried into the next round.

Research connection

Classroom Engagement via game mechanics; Student Learning via applied judgment.

See the research pillars

Design decisions

  • Rounds reset so an early loss does not disengage a team for the whole session.
  • Scoring rewards reasoning quality to keep rigor intact.

Behavioral design

Gamification tuned deliberately: visible progress and short feedback cycles, without letting the score become the lesson.

Classroom use

Prototype tested in classroom sessions; being refined before broader use.

What I learned

  • Leaderboards motivate the top third and quietly disengage the bottom third unless rounds reset.
  • Ambiguity is the teaching instrument — clean data removes the entire lesson.

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