Educational model

Learn biology by making it work.

Endonaut is designed around systems understanding: players encounter biological problems, investigate their causes, build solutions from functional components, and observe the consequences in a persistent world.

A design model, not yet an outcomes claim. Endonaut's educational approach is informed by research in active learning, game-based learning, cognitive engagement, and productive failure. Its specific learning outcomes, educator usability, and player response still require direct validation through planned studies and workshops.

Information is abundant. Understanding is not.

Access to facts is no longer the primary bottleneck. Learners increasingly need to evaluate evidence, reason through uncertainty, recognize causal relationships, and revise their mental models when new observations do not fit.

Endonaut is designed to give players repeated practice with those habits. Biological knowledge becomes useful when it helps them explain a system, anticipate its behavior, and decide what to try next.

Biology is especially vulnerable to becoming a catalog of names and diagrams. Endonaut instead emphasizes mechanisms: what components do, how they interact, what constrains them, and why changing one part can alter the behavior of the whole system.

Failure is part of becoming an expert.

Mastery rarely emerges from a single correct attempt. It develops through action, diagnostic feedback, reflection, and revision. Endonaut aims to provide a low-stakes environment in which an unsuccessful design becomes evidence—not a judgment about the learner.

A membrane may leak. A biological machine may consume more energy than it produces. A design that succeeds in one environment may fail in another. Each result exposes a relationship the player can investigate, understand, and use in the next attempt.

01

Failure is information

Experiments can leak, stall, consume too much energy, or fail under a new environmental constraint. Consequences expose the missing relationship and create a reason to revise the design, rather than simply marking an answer wrong.

02

Learning is intrinsic to play

Biological ideas are embedded in the actions that make the player effective. Membranes manage water interactions; proteins perform work; ATP supports capability; genetic systems make production repeatable. The learning content is not a reward screen placed beside the game—it is the game's operating logic.

03

Knowledge produces agency

Scanning and experimentation reveal how a system behaves. That understanding unlocks designs, while energy and manufacturing determine whether the player can build them at useful scale. Progress therefore depends on connecting evidence, mechanism, and action.

04

Players construct systems

Players move beyond recognizing structures to assembling and coordinating them. Building vesicles, organelles, cells, tissues, and regulatory systems asks the player to produce explanations in functional form: if the model is incomplete, the system behaves accordingly.

05

Complexity grows in layers

Early interactions establish a small set of reusable ideas. Later environments recombine them across scales—from molecules to cells, tissues, organisms, and ecosystems—so that increased complexity can deepen an existing mental model instead of becoming an unrelated sequence of facts.

A black box is a doorway, not a shortcut.

No learner can examine every biological mechanism at once. Even a detailed explanation necessarily treats some underlying processes as temporarily hidden. Research on explanatory black boxes argues that recognizing these boundaries is part of learning how mechanisms work—not evidence that an explanation has failed.

Endonaut uses mechanistic black boxes deliberately. A player may first encounter a process through its inputs, outputs, constraints, and visible effects, making the process useful before every molecular step is understood. Later evidence, tools, and environmental demands can “open” the box: the player inspects the mechanism, replaces a provisional explanation with a deeper one, and gains finer control over the system.

This supports a layered path from curiosity to mechanism. ATP production can first appear as an energy transformation and later as a coordinated system of membranes, gradients, electron transfer, and molecular machinery. Protein production can begin as a functional recipe before transcription, translation, folding, localization, and regulation become separate design problems.

Black boxes must remain scientifically accountable. Each one should preserve defensible inputs, outputs, dependencies, and limits; signal that further mechanism exists; and have a purposeful route toward deeper explanation. Scientific and educator review will help determine which simplifications are productive, when they should be opened, and where they could instead create misconceptions.

Observe. Explain. Build. Test.

The campaign repeatedly places a biological constraint between the player and the next environment. Players investigate unfamiliar behavior, gather evidence, form working explanations, fabricate solutions, and test those explanations through action. Mastery is demonstrated through increasingly independent design—not through quiz gates.

EXAMPLE / MEMBRANES

Water becomes a design constraint

Hydrophobicity, membranes, channels, walls, pumps, and cytoskeletons become practical tools for maintaining structures in different environments.

EXAMPLE / INFORMATION

Production becomes programmable

Players move from manual protein fabrication to RNA templates and then durable DNA-based storage and regulation as scale makes repetition untenable.

EXAMPLE / ECOLOGY

Local systems create new problems

Antibiotics, oxygen stress, pathogens, scarce resources, and megafauna turn biological context into a reason to investigate and adapt.

EXAMPLE / EVIDENCE

Tools connect questions to observations

Scanning, comparison, sequencing, and later assay-like tools ask players to choose what evidence would distinguish competing explanations—not merely collect facts about an object.

Established ideas, expressed through play.

Endonaut's educational design is informed by complementary traditions in learning and cognition. These traditions are not presented to the player as a curriculum. They shape what the player does: investigate, construct, test, explain, revise, and apply.

Constructivism and constructionism

Learners do not simply receive complete mental models; they construct and revise them through experience. Constructionism further emphasizes learning through the creation of meaningful, inspectable objects.

Endonaut asks players to make their understanding visible in working membranes, biological machines, cells, and larger systems. When a construction behaves unexpectedly, the learner has something concrete to inspect and revise.

Experiential learning

Experiential learning connects direct experience with reflection and subsequent application. Knowledge becomes more useful when learners can act on it, observe consequences, and change their approach.

The game's recurring cycle—action, feedback, reflection, and application—appears whenever players test biological designs, diagnose their behavior, and carry what they learned into the next attempt.

Inquiry-based learning

Inquiry-based learning emphasizes questions, investigation, evidence, and independently developed explanations. It treats scientific reasoning as a process of finding out, not merely recalling a conclusion.

Endonaut supports informal scientific inquiry without forcing every encounter through a formal hypothesis screen. Observation and evidence are useful because they help the player decide what to build and what to try next.

Situated learning and transformational play

Knowledge is easier to use when it is developed in a meaningful context. Transformational play places the learner in a consequential role: interpreting a situation, using disciplinary ideas to act, and seeing how those actions change the world.

In Endonaut, biological knowledge is situated inside survival, exploration, fabrication, and ecological consequences. The player is not observing a distant demonstration; the player's understanding changes what becomes possible.

Systems thinking

Systems thinking focuses on relationships among components, feedback, constraints, and the behavior that emerges from their interaction. Biology requires this perspective across molecular, cellular, organismal, ecological, and evolutionary scales.

Players work across those scales and confront the consequences of their connections. A local solution can create a system-level cost; a process understood at one scale can become a tool at another.

Mechanistic reasoning

Mechanistic explanations connect entities, activities, organization, and conditions to the behavior being explained. They also contain boundaries: some lower-level processes remain temporarily unresolved.

The game foregrounds causes and dependencies, then uses carefully chosen black boxes to control complexity. Progressively opening those boxes can deepen an explanation without discarding the useful structure learned earlier.

Game-based learning

Well-designed games can motivate sustained engagement with complex systems by making understanding consequential. Endonaut does not aim to disguise instructional material with rewards.

Instead, biological understanding supports goals the player already values: survival, exploration, construction, automation, and access to new environments. Learning the system and becoming effective within it are the same activity.

Formative and embedded evidence

Formative assessment uses evidence during learning to guide the next action. In a game, some evidence may be embedded in ordinary decisions rather than separated into a conventional test.

Design choices, tool selection, predictions, revisions, and transfer to new conditions may reveal how a player is reasoning. Any interpretation of these traces must be validated rather than assumed, and any research use must include appropriate consent, privacy, and data-governance protections.

Alignment with the company philosophy. Curiosity, discovery, experimentation, and systems thinking can be both educationally meaningful and intrinsically engaging. Endonaut's long-term aim is to remove the practical distinction between “learning” and “play”: understanding should emerge naturally because the player wants to do something difficult in the world.

More than points, badges, and rewards.

Gamification and game-based learning are often discussed together, but they describe different design strategies. Both can be useful. The important question is whether game elements merely encourage participation or whether understanding the subject is necessary to act effectively within the experience.

GAMIFICATION

Game elements added to a non-game activity

Gamification applies selected elements associated with games—such as points, badges, levels, streaks, challenges, or leaderboards—to an activity that remains fundamentally something else. These elements may support motivation, feedback, persistence, or participation, but they do not by themselves make the underlying content meaningful or produce understanding.

In a gamified biology lesson, for example, a learner might earn points for completing questions. The reward system can be removed while leaving the questions and subject matter largely unchanged.

GAME-BASED LEARNING

Learning through the activity of playing a game

Game-based learning uses a complete game or game-like system as the environment for learning. Players pursue goals, make consequential decisions, interpret feedback, develop strategies, and improve their understanding of the system through play.

The strongest alignment occurs when the target knowledge is intrinsically integrated with the mechanics: understanding the subject changes what the player can predict, build, or accomplish rather than simply increasing a score attached to an otherwise separate task.

Endonaut is designed primarily as game-based learning, not as a gamified course. It may use familiar game structures such as progression, resources, unlocks, challenges, and achievements, but those structures are not the educational model by themselves. Biology is intended to be the game's operating logic: membranes determine what structures can persist, energy constrains what systems can do, and biological discoveries create new capabilities. If the biology were removed, the game would have to change—not merely its vocabulary or reward layer. Validation must nevertheless test engagement and learning separately; an enjoyable progression system is not evidence that players developed accurate or transferable understanding.

Five testable learning hypotheses.

These hypotheses connect specific forms of play to observable evidence. They define what Endonaut is designed to support and what future evaluation must test; they are not claims that the game has already produced those outcomes.

HYPOTHESIS / 01

Experimentation can strengthen causal models

Design: Players manipulate biological systems and receive feedback from their behavior.

Evidence sought: Increasingly accurate explanations and predictions about why a system behaves as it does.

HYPOTHESIS / 02

Cross-scale play can support systems thinking

Design: Molecular, cellular, organismal, and ecological processes affect one another within a continuous world.

Evidence sought: The ability to identify and reason about relationships across biological scales.

HYPOTHESIS / 03

Diagnosis and revision can support scientific reasoning

Design: Unsuccessful constructions expose constraints that players can investigate rather than merely reporting a wrong answer.

Evidence sought: Evidence-based changes in strategy, design, and explanation after failure.

HYPOTHESIS / 04

Application in new environments can support transfer

Design: Familiar biological principles recur under unfamiliar conditions and in new combinations.

Evidence sought: Use of prior understanding to explain and solve novel problems without step-by-step prompting.

HYPOTHESIS / 05

Layered black boxes can manage complexity without sacrificing depth

Design: Players first use bounded functional models, then revisit selected processes as new evidence and tools expose their internal mechanisms.

Evidence sought: Recognition of what a model explains, what remains hidden, and how a deeper mechanism changes predictions or designs.

Designed first. Demonstrated next.

Before formal evaluation, the study design, assessment instruments, recruitment approach, comparison conditions where appropriate, and success criteria will be developed with qualified research and education collaborators.

STAGE / 01

Gameplay and process evidence

Early testing will examine whether players can recognize system behavior, generate explanations, use feedback diagnostically, distinguish observation from inference, and progress through the intended investigation-and-construction loop.

STAGE / 02

Learner and educator evidence

Workshops and studies will examine engagement, conceptual understanding, classroom fit, accessibility, support materials, and the ways learners and educators actually use the experience.

STAGE / 03

Transfer and adoption evidence

Later work can test whether understanding transfers to unfamiliar problems, whether effects persist, and what training, technology, curriculum alignment, and institutional support meaningful adoption would require.

Claims will follow evidence. Findings, methods, limitations, and supporting materials will be published here as validation proceeds. Educational partnerships and institutional use will be pursued only where the product and evidence justify them.

An additional environment for inquiry.

Educators already cultivate inquiry, revision, and deep understanding within real constraints on time, assessment, technology, and classroom structure. Endonaut is intended to complement that work by providing a persistent, low-stakes environment in which learners can experiment repeatedly and observe consequences unfold.

The game is being developed first as a compelling commercial experience. Educational use is not a prerequisite for its success, and a classroom edition will not be presumed to follow automatically from the consumer product. Educator workshops and research collaborations will determine where the experience is genuinely useful and what additional materials or adaptations are required.

Potential uses could include independent family and homeschool learning, K–12 enrichment, undergraduate biology and systems courses, and informal learning through museums, libraries, and science centers. Each context has different standards, staffing, access, assessment, and implementation needs that must be evaluated separately.

Mechanistic black boxes may also provide useful instructional landmarks. An educator could let learners first encounter a process functionally, then focus discussion, demonstration, or laboratory work on opening one selected box. This is a design possibility to test with educators—not a prescribed sequence or a substitute for instruction.

Availability alone does not create access.

Earlier concepts for Atlas Vegrandis emphasized reducing language, technology, and assessment barriers. That goal remains important, but access cannot be inferred from a platform choice or a low-stakes setting. Hardware, cost, bandwidth, prior gaming experience, language, age, disability, classroom time, support, and data privacy can each determine who is actually able to participate.

Current design directions include player-controlled pacing, multimodal cues, customizable color palettes, responsible engagement controls, and optional guidance. None should be treated as sufficient on its own. Accessibility and usability must be tested with the people and settings the experience is intended to serve, and the design must change when evidence reveals a barrier.

A broad landscape, not a forecast.

Official education and cultural-institution data help describe the settings in which a validated experience might eventually be useful. These figures are contextual scale indicators only; they are not estimates of Endonaut's addressable market, adoption, or revenue.

FAMILIES / HOMESCHOOL

Flexible, independent learning

NCES reported that 3.4% of K–12 students received instruction at home during the 2022–23 school year. Families and homeschool communities may be natural early partners for an exploratory experience that does not depend on a fixed class period.

K–12

Science practices and systems

Recent NCES releases count approximately 49.5 million public-school students and 4.7 million private-school students. Any school use would require evidence, age-appropriate support, curriculum fit, accessibility, and workable technology requirements.

HIGHER EDUCATION

Biology across levels of organization

IPEDS reported about 19.4 million students at 5,819 Title IV institutions in fall 2023. Potential applications might include introductory biology, systems biology, interdisciplinary seminars, and public engagement, subject to faculty-led evaluation.

MUSEUMS / LIBRARIES

Informal and community learning

IMLS describes approximately 9,000 public libraries operating roughly 17,000 outlets and is establishing national data on the museum sector. These institutions could support informal exploration, programs, exhibits, and community access if the experience proves suitable.

References and data sources

The sources below inform the educational rationale, design hypotheses, and contextual figures on this page and in the Endonaut business plan. They do not substitute for direct evaluation of Endonaut. Last reviewed August 1, 2026.

Learning, cognition, mechanistic reasoning, feedback, and transfer

  1. Piaget, J. (1952). The Origins of Intelligence in Children. New York: International Universities Press.
  2. Papert, S. (1993). Mindstorms: Children, Computers, and Powerful Ideas (2nd ed.). New York: Basic Books.
  3. Lave, J., & Wenger, E. (1991). Situated Learning: Legitimate Peripheral Participation. Cambridge: Cambridge University Press.
  4. Bruner, J. S. (1961). The Act of Discovery. Harvard Educational Review, 31, 21–32.
  5. Kolb, D. A. (1984). Experiential Learning: Experience as the Source of Learning and Development. Englewood Cliffs, NJ: Prentice Hall.
  6. Black, P., & Wiliam, D. (1998). Assessment and Classroom Learning. Assessment in Education: Principles, Policy & Practice, 5(1), 7–74.
  7. Chi, M. T. H., & Wylie, R. (2014). The ICAP Framework: Linking Cognitive Engagement to Active Learning Outcomes. Educational Psychologist, 49(4), 219–243.
  8. Kapur, M. (2008). Productive Failure. Cognition and Instruction, 26(3), 379–424.
  9. Hattie, J., & Timperley, H. (2007). The Power of Feedback. Review of Educational Research, 77(1), 81–112.
  10. Haskel-Ittah, M. (2023). Explanatory Black Boxes and Mechanistic Reasoning. Journal of Research in Science Teaching, 60(4), 915–933.
  11. Barnett, S. M., & Ceci, S. J. (2002). When and Where Do We Apply What We Learn? A Taxonomy for Far Transfer. Psychological Bulletin, 128(4), 612–637.
  12. National Academies of Sciences, Engineering, and Medicine. (2018). How People Learn II: Learners, Contexts, and Cultures. Washington, DC: The National Academies Press.

Game-based and simulation learning

  1. Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From Game Design Elements to Gamefulness: Defining “Gamification.” In Proceedings of the 15th International Academic MindTrek Conference, 9–15.
  2. Sailer, M., & Homner, L. (2020). The Gamification of Learning: A Meta-analysis. Educational Psychology Review, 32, 77–112.
  3. Malone, T. W. (1981). Toward a Theory of Intrinsically Motivating Instruction. Cognitive Science, 5(4), 333–369.
  4. Gee, J. P. (2003). What Video Games Have to Teach Us About Learning and Literacy. New York: Palgrave Macmillan.
  5. Gee, J. P. (2007). Good Video Games + Good Learning: Collected Essays on Video Games, Learning, and Literacy. New York: Peter Lang.
  6. Salen, K. (Ed.). (2008). The Ecology of Games: Connecting Youth, Games, and Learning. Cambridge, MA: MIT Press.
  7. Barab, S., Pettyjohn, P., Gresalfi, M., Volk, C., & Solomou, M. (2012). Game-Based Curriculum and Transformational Play: Designing to Meaningfully Positioning Person, Content, and Context. Computers & Education, 58(1), 518–533.
  8. Ifenthaler, D., Eseryel, D., & Ge, X. (Eds.). (2012). Assessment in Game-Based Learning: Foundations, Innovations, and Perspectives. New York: Springer.
  9. Habgood, M. P. J., & Ainsworth, S. E. (2011). Motivating Children to Learn Effectively: Exploring the Value of Intrinsic Integration in Educational Games. Journal of the Learning Sciences, 20(2), 169–206.
  10. Plass, J. L., Homer, B. D., & Kinzer, C. K. (2015). Foundations of Game-Based Learning. Educational Psychologist, 50(4), 258–283.
  11. Clark, D. B., Tanner-Smith, E. E., & Killingsworth, S. S. (2016). Digital Games, Design, and Learning: A Systematic Review and Meta-Analysis. Review of Educational Research, 86(1), 79–122.
  12. Wouters, P., van Nimwegen, C., van Oostendorp, H., & van der Spek, E. D. (2013). A Meta-Analysis of the Cognitive and Motivational Effects of Serious Games. Journal of Educational Psychology, 105(2), 249–265.

Science education, inquiry, and systems thinking

  1. National Research Council. (2007). Taking Science to School: Learning and Teaching Science in Grades K–8. Washington, DC: The National Academies Press.
  2. Freeman, S., et al. (2014). Active Learning Increases Student Performance in Science, Engineering, and Mathematics. Proceedings of the National Academy of Sciences, 111(23), 8410–8415.
  3. Furtak, E. M., Seidel, T., Iverson, H., & Briggs, D. C. (2012). Experimental and Quasi-Experimental Studies of Inquiry-Based Science Teaching: A Meta-Analysis. Review of Educational Research, 82(3), 300–329.
  4. Lazonder, A. W., & Harmsen, R. (2016). Meta-Analysis of Inquiry-Based Learning: Effects of Guidance. Review of Educational Research, 86(3), 681–718.
  5. Hmelo-Silver, C. E., & Pfeffer, M. G. (2004). Comparing Expert and Novice Understanding of a Complex System from the Perspective of Structures, Behaviors, and Functions. Cognitive Science, 28(1), 127–138.
  6. Hmelo-Silver, C. E., Marathe, S., & Liu, L. (2007). Fish Swim, Rocks Sit, and Lungs Breathe: Expert–Novice Understanding of Complex Systems. Journal of the Learning Sciences, 16(3), 307–331.
  7. Liu, L., & Hmelo-Silver, C. E. (2009). Promoting Complex Systems Learning Through the Use of Conceptual Representations in Hypermedia. Journal of Research in Science Teaching, 46(9), 1023–1040.
  8. Klymkowsky, M. W. (2010). Thinking About the Conceptual Foundations of the Biological Sciences. CBE—Life Sciences Education, 9(4), 405–407.
  9. National Research Council. (2012). A Framework for K–12 Science Education: Practices, Crosscutting Concepts, and Core Ideas. Washington, DC: The National Academies Press.
  10. NGSS Lead States. (2013). Next Generation Science Standards: For States, By States. Washington, DC: The National Academies Press.

Design-based research and iterative evaluation

  1. Barab, S., & Squire, K. (2004). Design-Based Research: Putting a Stake in the Ground. Journal of the Learning Sciences, 13(1), 1–14.
  2. National Research Council. (2011). Learning Science Through Computer Games and Simulations. Washington, DC: The National Academies Press.

Education and cultural-institution data

  1. National Center for Education Statistics. (2024). A Higher Percentage of K–12 Students Are Receiving Academic Instruction at Home. Supports the 2022–23 homeschool share.
  2. National Center for Education Statistics. (2025). NCES Data Show Public School Enrollment Held Steady Overall from Fall 2022 to Fall 2023. Supports the public-school enrollment figure.
  3. National Center for Education Statistics. (2024). Private School Enrollment. Condition of Education. Supports the private-school enrollment figure.
  4. National Center for Education Statistics. (2025). Fall Enrollment Component Data Summary, 2023. Integrated Postsecondary Education Data System. Supports the higher-education enrollment figure.
  5. National Center for Education Statistics. (2025). Total Number of Higher Education Institutions Decreases by 2 Percent. Supports the count of Title IV institutions.
  6. Institute of Museum and Library Services. Public Libraries Survey. Supports the national public-library system and outlet figures.
  7. Institute of Museum and Library Services. (2025). IMLS Launches First-Ever National Museum Survey. Describes the federal effort to establish current national data on museums.
  8. U.S. Census Bureau. (2026). Census Bureau Releases 2024 School Enrollment Data. Additional national context for school and college enrollment.