hayumath-lesson

byAhmad Yani

Kamu Chief Curriculum Architect Hayumath. Buat blueprint 500 lesson (10 fase x 50), urutan konkret-abstrak-mencongak. Fase: 1 Pulau Angka, 2 Kota Kaca, 3 Hutan Pecahan, 4 Gua Aljabar, 5 Samudra Geometri, 6 Gurun Statistika, 7 Istana Trigonometri, 8 Menara Limit, 9 Galaksi Turunan, 10 Singgasana Master. Target: 2 digit/5dtk (L1-60), 3 digit/3dtk (L61-160), aljabar/5dtk (L161-230), SMP (L231-380), SMA (L381-500). Tiap lesson WAJIB beda di 7 dimensi: tema, genre game (20 rotasi), maskot (10 utama+30 NPC), palet, pendekatan (cerita/visual/permainan/tantangan/eksplorasi), jenis soal (visual/cerita/mencongak/puzzle/aplikasi), reward (koin/badge/kartu/skin/lagu). Output per lesson: no, judul unik, topik, tema, game, maskot, palet, pendekatan, soal, reward, target detik, 3 kata kunci, cliffhanger. Tulis 500 lesson lengkap. Jangan berhenti atau konfirmasi.

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System Requirements

System Requirements Document for hayumath-lesson

1. Introduction

hayumath-lesson is a curriculum blueprint deliverable for Hayumath: a complete, fully specified 500-lesson mathematics curriculum organized as 10 phases of 50 lessons each, ordered along a concrete → abstract → mental-arithmetic (mencongak) progression. The product intent is to produce the finished blueprint document itself — every one of the 500 lessons written out in full, each with a unique title, topic, theme, game, mascot, palette, approach, question type, reward, target seconds, three keywords, and a cliffhanger — such that no two lessons repeat across the seven mandated differentiation dimensions.

The audience is the Hayumath curriculum organization: the Chief Curriculum Architect who owns the blueprint, the lesson authors who draft each lesson's differentiating attributes, and the curriculum reviewers who verify the finished blueprint against the hard rules before it is considered complete. The blueprint is a content artifact, not an interactive learner application; the current delivery shape is generated documents with no custom learner-facing UI.

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2. System Overview

The current deliverable is a single complete curriculum blueprint document containing exactly 500 lessons, structured as 10 named phases × 50 lessons. Lessons are ordered so that concrete reasoning precedes abstract reasoning, which in turn precedes mental arithmetic (mencongak). Difficulty and timing targets advance in defined bands across the lesson sequence. Every lesson is differentiated across seven dimensions, and every lesson exposes a fixed set of output fields.

Actors are the three accepted personas: the Chief Curriculum Architect (owner and producer of the blueprint), the Lesson Author / Content Writer (drafts each lesson's differentiating attributes and content), and the Curriculum Reviewer / QA (verifies the finished blueprint against the hard rules). There is no learner-facing interactive product in the current scope, and no application-owned identity, authentication, or account management is required by the accepted requirements.

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2a. Product Interpretation and Delivery Boundary

The accepted work is the production of a finished curriculum blueprint: 500 lessons, 10 phases of 50, ordered concrete → abstract → mencongak, with each lesson differentiated across seven dimensions and each lesson carrying the full set of required output fields. The blueprint is delivered as a generated document; the current scope does not include a learner application, a game runtime, a mascot asset pipeline, or any interactive practice surface. The named phases, the difficulty bands, the timing targets, the seven-dimension uniqueness rule, the rotation counts (20 game genres, 10 main mascots + 30 NPCs), and the enumerated value sets for approach, question type, and reward are all current, binding content constraints on the blueprint.

The blueprint must be written out in full — all 500 lessons — without stopping or asking for confirmation. Verification that the finished blueprint satisfies the field, band, timing, and uniqueness rules is part of the accepted work and is performed before the blueprint is considered complete. Nothing in the current scope establishes a learner-facing page, an account system, or a runtime game; those are outside the accepted delivery boundary.

2b. Source Content Inventory

Not applicable — no reference directive in the authoritative sources declares a content_source role.

2c. Page Content and Component Coverage

The current delivery shape is generated documents with no custom UI. The blueprint is a single generated document artifact, not a set of navigable pages. Its content coverage is expressed below as the document's structural sections and the responsibilities each carries.

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Blueprint Document (generated artifact)

  • Information and state
    • Document header identifying the blueprint as the Hayumath 500-lesson curriculum, 10 phases × 50 lessons.
    • Phase index listing all ten phases in fixed order: 1 Pulau Angka, 2 Kota Kaca, 3 Hutan Pecahan, 4 Gua Aljabar, 5 Samudra Geometri, 6 Gurun Statistika, 7 Istana Trigonometri, 8 Menara Limit, 9 Galaksi Turunan, 10 Singgasana Master.
    • Difficulty-band summary: 2-digit/5 seconds (L1–60), 3-digit/3 seconds (L61–160), algebra/5 seconds (L161–230), SMP (L231–380), SMA (L381–500).
    • Per-phase lesson blocks, each containing 50 fully written lessons.
    • Per-lesson record carrying all required fields: no, judul unik, topik, tema, game, maskot, palet, pendekatan, soal, reward, target detik, 3 kata kunci, cliffhanger.
    • Completion state: blueprint is complete only when all 500 lessons are present and pass the field, band, timing, and seven-dimension uniqueness checks.
  • Primary actions
    • Chief Curriculum Architect authors the blueprint structure: ten phases, 50 lessons each, ordered concrete → abstract → mencongak.
    • Lesson Author / Content Writer drafts each lesson's unique title, topic, theme, game, mascot, palette, approach, question type, reward, target seconds, three keywords, and cliffhanger.
    • Curriculum Reviewer / QA verifies the finished blueprint against the hard rules.
  • Supporting actions
    • Assign each lesson a game genre from the 20-genre rotation.
    • Assign each lesson a mascot from the 10 main mascots plus 30 NPCs.
    • Assign each lesson an approach from {cerita, visual, permainan, tantangan, eksplorasi}.
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  • Assign each lesson a question type from {visual, cerita, mencongak, puzzle, aplikasi}.
  • Assign each lesson a reward from {koin, badge, kartu, skin, lagu}.
  • Assign each lesson a palette and a target-seconds value consistent with its difficulty band.
  • Record three keywords and a cliffhanger for each lesson.
  • Domain entities
    • Phase (10 total; fixed names and order).
    • Lesson (500 total; 50 per phase; carries all required fields).
    • Difficulty band (five bands with defined lesson ranges and timing targets).
    • Game genre (20-genre rotation).
    • Mascot (10 main + 30 NPC).
    • Palette.
    • Approach (five enumerated values).
    • Question type (five enumerated values).
    • Reward (five enumerated values).
    • Keyword (three per lesson).
    • Cliffhanger (one per lesson).
  • Component responsibilities
    • Phase index component: presents the ten phases in fixed order with their lesson ranges.
    • Difficulty-band summary component: presents the five bands and their timing targets.
    • Lesson record component: renders all required per-lesson fields in the specified order.
    • Uniqueness-check component: verifies that no two lessons repeat across the seven differentiation dimensions.
    • Field-completeness component: verifies that every lesson carries all required fields.
  • States
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  • Loading: not applicable — the blueprint is a generated document, not a live surface.
  • Empty: blueprint with zero lessons written; not a valid completion state.
  • Partial: fewer than 500 lessons written, or any lesson missing one or more required fields; not a valid completion state.
  • Success: exactly 500 lessons present, 10 phases × 50, ordered concrete → abstract → mencongak, all required fields populated, all difficulty bands and timing targets correct, and seven-dimension uniqueness verified.
  • Error: a lesson repeats another lesson across one or more of the seven dimensions, or a lesson's target seconds or difficulty band does not match its lesson range, or a required field is missing.
  • Recovery: the offending lesson is revised so that it differs across the seven dimensions and matches its band and timing target, then re-verified; the blueprint is not considered complete until all lessons pass.
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3. Functional Requirements

Each requirement is a distinct story point with provenance, lifecycle facts, and observable acceptance.

FR-1 — Produce the 500-lesson blueprint As the Chief Curriculum Architect, I should produce a blueprint of exactly 500 lessons organized as 10 phases × 50 lessons each, so that the Hayumath curriculum is fully specified.

  • Provenance: explicit
  • Lifecycle: initiator = Chief Curriculum Architect; trigger = start of blueprint authoring; observable result = a blueprint document containing exactly 500 lessons in 10 phases of 50; failure/recovery = if the count is not exactly 500 or the phase split is not 10 × 50, the blueprint is incomplete and must be corrected; continuation = proceed to lesson ordering and per-lesson specification.
  • Acceptance: the blueprint contains exactly 500 lessons, grouped into exactly 10 phases of exactly 50 lessons each.
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FR-2 — Order lessons concrete → abstract → mencongak As the Chief Curriculum Architect, I should order the lesson sequence along a concrete → abstract → mental-arithmetic (mencongak) progression, so that learners build from tangible reasoning to abstract reasoning to mental arithmetic.

  • Provenance: explicit
  • Lifecycle: initiator = Chief Curriculum Architect; trigger = lesson sequencing; observable result = a lesson order that advances from concrete to abstract to mencongak; failure/recovery = if the order violates the progression, the sequence must be reordered; continuation = proceed to phase assignment.
  • Acceptance: the lesson sequence advances from concrete reasoning, through abstract reasoning, to mental arithmetic, with no reversal of that progression.

FR-3 — Preserve the ten named phases in fixed order As the Chief Curriculum Architect, I should use the ten phases in their fixed order — 1 Pulau Angka, 2 Kota Kaca, 3 Hutan Pecahan, 4 Gua Aljabar, 5 Samudra Geometri, 6 Gurun Statistika, 7 Istana Trigonometri, 8 Menara Limit, 9 Galaksi Turunan, 10 Singgasana Master — so that the curriculum's phase structure matches the accepted naming.

  • Provenance: explicit
  • Lifecycle: initiator = Chief Curriculum Architect; trigger = phase assignment; observable result = ten phases with the exact accepted names in the exact accepted order, each containing 50 lessons; failure/recovery = if a phase name or position is wrong, it must be corrected; continuation = proceed to difficulty-band assignment.
  • Acceptance: all ten phases appear with their exact accepted names in the exact accepted order, each with 50 lessons.
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FR-4 — Apply the difficulty and timing bands As the Chief Curriculum Architect, I should apply the difficulty targets — 2-digit/5 seconds for L1–60, 3-digit/3 seconds for L61–160, algebra/5 seconds for L161–230, SMP level for L231–380, and SMA level for L381–500 — so that difficulty and timing advance correctly across the sequence.

  • Provenance: explicit
  • Lifecycle: initiator = Chief Curriculum Architect; trigger = per-lesson difficulty and timing assignment; observable result = each lesson's content difficulty and target seconds match its band; failure/recovery = if a lesson's difficulty or target seconds do not match its band, it must be corrected; continuation = proceed to seven-dimension differentiation.
  • Acceptance: L1–60 are 2-digit with a 5-second target; L61–160 are 3-digit with a 3-second target; L161–230 are algebra with a 5-second target; L231–380 are SMP level; L381–500 are SMA level.

FR-5 — Differentiate every lesson across the seven dimensions As the Lesson Author / Content Writer, I should make every lesson differ across all seven dimensions — theme, game genre, mascot, palette, approach, question type, and reward — so that no two lessons repeat across those dimensions.

  • Provenance: explicit
  • Lifecycle: initiator = Lesson Author / Content Writer; trigger = per-lesson attribute assignment; observable result = each lesson carries a distinct combination across the seven dimensions relative to every other lesson; failure/recovery = if two lessons repeat across one or more dimensions, the offending lesson must be revised; continuation = proceed to per-lesson field completion.
  • Acceptance: no two lessons in the blueprint repeat across any of the seven dimensions.
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FR-6 — Rotate game genres across 20 options As the Lesson Author / Content Writer, I should assign each lesson a game genre drawn from a 20-genre rotation, so that game genres rotate across the curriculum.

  • Provenance: explicit
  • Lifecycle: initiator = Lesson Author / Content Writer; trigger = per-lesson game assignment; observable result = each lesson has a game genre from the 20-genre rotation; failure/recovery = if a lesson's genre is outside the rotation or duplicates another lesson's genre in violation of the uniqueness rule, it must be corrected; continuation = proceed to mascot assignment.
  • Acceptance: every lesson has a game genre from the 20-genre rotation, and the rotation is respected across the blueprint.

FR-7 — Assign mascots from 10 main mascots plus 30 NPCs As the Lesson Author / Content Writer, I should assign each lesson a mascot drawn from the 10 main mascots plus 30 NPCs, so that mascot coverage matches the accepted roster.

  • Provenance: explicit
  • Lifecycle: initiator = Lesson Author / Content Writer; trigger = per-lesson mascot assignment; observable result = each lesson has a mascot from the accepted roster of 10 main mascots and 30 NPCs; failure/recovery = if a lesson's mascot is outside the roster or duplicates another lesson's mascot in violation of the uniqueness rule, it must be corrected; continuation = proceed to palette assignment.
  • Acceptance: every lesson has a mascot from the roster of 10 main mascots plus 30 NPCs, and the roster is used consistently across the blueprint.
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FR-8 — Assign an approach from the five enumerated values As the Lesson Author / Content Writer, I should assign each lesson an approach from {cerita, visual, permainan, tantangan, eksplorasi}, so that the approach dimension uses only the accepted values.

  • Provenance: explicit
  • Lifecycle: initiator = Lesson Author / Content Writer; trigger = per-lesson approach assignment; observable result = each lesson's approach is one of the five accepted values; failure/recovery = if a lesson's approach is outside the enumerated set, it must be corrected; continuation = proceed to question-type assignment.
  • Acceptance: every lesson's approach is one of cerita, visual, permainan, tantangan, or eksplorasi.

FR-9 — Assign a question type from the five enumerated values As the Lesson Author / Content Writer, I should assign each lesson a question type from {visual, cerita, mencongak, puzzle, aplikasi}, so that the question-type dimension uses only the accepted values.

  • Provenance: explicit
  • Lifecycle: initiator = Lesson Author / Content Writer; trigger = per-lesson question-type assignment; observable result = each lesson's question type is one of the five accepted values; failure/recovery = if a lesson's question type is outside the enumerated set, it must be corrected; continuation = proceed to reward assignment.
  • Acceptance: every lesson's question type is one of visual, cerita, mencongak, puzzle, or aplikasi.
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FR-10 — Assign a reward from the five enumerated values As the Lesson Author / Content Writer, I should assign each lesson a reward from {koin, badge, kartu, skin, lagu}, so that the reward dimension uses only the accepted values.

  • Provenance: explicit
  • Lifecycle: initiator = Lesson Author / Content Writer; trigger = per-lesson reward assignment; observable result = each lesson's reward is one of the five accepted values; failure/recovery = if a lesson's reward is outside the enumerated set, it must be corrected; continuation = proceed to per-lesson field completion.
  • Acceptance: every lesson's reward is one of koin, badge, kartu, skin, or lagu.

FR-11 — Emit all required per-lesson output fields As the Lesson Author / Content Writer, I should emit for every lesson the full set of output fields — no, judul unik, topik, tema, game, maskot, palet, pendekatan, soal, reward, target detik, 3 kata kunci, cliffhanger — so that each lesson record is complete.

  • Provenance: explicit
  • Lifecycle: initiator = Lesson Author / Content Writer; trigger = per-lesson record authoring; observable result = each lesson record contains all thirteen required fields with a unique title, three keywords, and a cliffhanger; failure/recovery = if any field is missing or a title is not unique, the record must be corrected; continuation = proceed to blueprint verification.
  • Acceptance: every lesson record contains all required fields, each lesson has a unique title, exactly three keywords, and one cliffhanger.
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FR-12 — Write all 500 lessons in full without stopping or confirmation As the Chief Curriculum Architect, I should write all 500 lessons in full without stopping or asking for confirmation, so that the blueprint is delivered as one complete output.

  • Provenance: explicit
  • Lifecycle: initiator = Chief Curriculum Architect; trigger = blueprint authoring; observable result = a single complete output containing all 500 lessons; failure/recovery = if the output stops short or requests confirmation, it must be resumed and completed; continuation = proceed to final QA review.
  • Acceptance: the blueprint is delivered as one complete output containing all 500 lessons, with no interruption for confirmation.

FR-13 — Generate the 500 lessons as one complete output before final QA As the Chief Curriculum Architect, I should generate the 500 lessons as one complete output before final QA review, so that verification operates on the finished blueprint.

  • Provenance: required_inference
  • Lifecycle: initiator = Chief Curriculum Architect; trigger = completion of lesson authoring; observable result = a complete 500-lesson output available for review; failure/recovery = if the output is incomplete, authoring must continue before QA; continuation = proceed to QA verification.
  • Acceptance: QA review begins only after all 500 lessons are present in a single complete output.
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FR-14 — Preserve the ten phases and the concrete-to-abstract-to-mencongak progression As the Chief Curriculum Architect, I should preserve the ten named phases and the concrete-to-abstract-to-mencongak progression throughout the sequence, so that the blueprint's structure remains intact.

  • Provenance: required_inference
  • Lifecycle: initiator = Chief Curriculum Architect; trigger = sequencing and phase assignment; observable result = the ten phases and the progression are preserved end to end; failure/recovery = if either is broken, the sequence must be corrected; continuation = proceed to verification.
  • Acceptance: the ten named phases and the concrete → abstract → mencongak progression are preserved across the full 500-lesson sequence.

FR-15 — Verify all required fields, difficulty bands, timings, and seven-dimension uniqueness As the Curriculum Reviewer / QA, I should verify all required fields, difficulty bands, timings, and seven-dimension uniqueness before the blueprint is considered complete, so that the finished blueprint satisfies the hard rules.

  • Provenance: required_inference
  • Lifecycle: initiator = Curriculum Reviewer / QA; trigger = completion of the 500-lesson output; observable result = a verification result confirming or rejecting the blueprint; failure/recovery = if any check fails, the offending lesson is revised and re-verified; continuation = the blueprint is marked complete only when all checks pass.
  • Acceptance: the blueprint is considered complete only after all required fields, difficulty bands, timing targets, and seven-dimension uniqueness checks pass.

4. User Personas

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Chief Curriculum Architect

  • Product context: Owns the Hayumath curriculum blueprint end to end. Works at the structural level: the ten phases, the 50-lesson split, the concrete → abstract → mencongak ordering, and the difficulty and timing bands that govern the sequence.
  • Primary goal: Deliver a complete, internally consistent 500-lesson blueprint that satisfies every hard rule — exactly 500 lessons, 10 phases × 50, correct ordering, correct bands and timings, and seven-dimension uniqueness across all lessons.
  • Distinct accepted responsibilities: Defines the ten phases and their fixed order; sets the lesson count and phase split; establishes the concrete → abstract → mencongak progression; assigns the difficulty and timing bands to lesson ranges; ensures the blueprint is written out in full without stopping or asking for confirmation.
  • Relevant inputs or decisions: The phase names and order; the lesson-count and phase-split constraint; the difficulty and timing band definitions; the decision to proceed through all 500 lessons in one complete output.
  • Interactions with other accepted participants: Directs the Lesson Author / Content Writer on the per-lesson differentiation rules and field set; hands the finished 500-lesson output to the Curriculum Reviewer / QA for verification.
  • Observable success: A single complete blueprint containing exactly 500 lessons in 10 phases of 50, ordered concrete → abstract → mencongak, with all bands and timings applied and all lessons differentiated across the seven dimensions.
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Lesson Author / Content Writer

  • Product context: Drafts the per-lesson content that makes each of the 500 lessons distinct. Works at the lesson level, applying the seven-dimension differentiation rule and the required field set to every lesson.
  • Primary goal: Ensure no two lessons repeat across the seven dimensions and that every lesson carries a complete, correct record.
  • Distinct accepted responsibilities: Assigns each lesson's theme, game genre (from the 20-genre rotation), mascot (from the 10 main mascots plus 30 NPCs), palette, approach (from the five enumerated values), question type (from the five enumerated values), and reward (from the five enumerated values); writes each lesson's unique title, topic, target seconds, three keywords, and cliffhanger; keeps each lesson's difficulty and target seconds consistent with its band.
  • Relevant inputs or decisions: The seven-dimension differentiation rule; the 20-genre rotation; the mascot roster of 10 main mascots plus 30 NPCs; the enumerated value sets for approach, question type, and reward; the difficulty and timing bands; the required per-lesson field list.
  • Interactions with other accepted participants: Receives structural direction from the Chief Curriculum Architect; produces the lesson records that the Curriculum Reviewer / QA verifies.
  • Observable success: Every lesson record is complete, every lesson differs across all seven dimensions, and every lesson's difficulty and target seconds match its band.
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Curriculum Reviewer / QA

  • Product context: Verifies the finished blueprint against the hard rules before it is considered complete. Works across the whole 500-lesson output, checking counts, structure, bands, timings, fields, and uniqueness.
  • Primary goal: Confirm that the blueprint satisfies every hard rule, and reject it if any lesson fails.
  • Distinct accepted responsibilities: Verifies exactly 500 lessons in 10 phases × 50; verifies the concrete → abstract → mencongak ordering; verifies the difficulty bands and target seconds for each lesson range; verifies that every lesson carries all required fields; verifies seven-dimension uniqueness across all lessons; verifies the game-genre rotation and mascot roster counts.
  • Relevant inputs or decisions: The finished 500-lesson output; the hard-rule set (counts, phases, ordering, bands, timings, fields, uniqueness, rotation counts); the decision to accept or reject the blueprint.
  • Interactions with other accepted participants: Receives the finished output from the Chief Curriculum Architect; returns verification findings that drive revisions by the Lesson Author / Content Writer.
  • Observable success: A verification result confirming that all required fields, difficulty bands, timings, and seven-dimension uniqueness checks pass, after which the blueprint is marked complete.

5. Core User Flows

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Flow 1 — Chief Curriculum Architect produces the 500-lesson blueprint

  1. The Chief Curriculum Architect starts blueprint authoring with the accepted structure: exactly 500 lessons, 10 phases × 50.
  2. The Architect fixes the ten phases in their accepted order: 1 Pulau Angka, 2 Kota Kaca, 3 Hutan Pecahan, 4 Gua Aljabar, 5 Samudra Geometri, 6 Gurun Statistika, 7 Istana Trigonometri, 8 Menara Limit, 9 Galaksi Turunan, 10 Singgasana Master.
  3. The Architect establishes the concrete → abstract → mencongak progression across the sequence.
  4. The Architect applies the difficulty and timing bands: 2-digit/5 seconds for L1–60, 3-digit/3 seconds for L61–160, algebra/5 seconds for L161–230, SMP for L231–380, SMA for L381–500.
  5. The Architect directs the Lesson Author / Content Writer to complete every lesson record under the seven-dimension differentiation rule.
  6. The Architect ensures the blueprint is written out in full — all 500 lessons — without stopping or asking for confirmation.
  7. Observable result: a single complete blueprint containing exactly 500 lessons in 10 phases of 50, ordered concrete → abstract → mencongak, with all bands and timings applied.
  8. Failure/recovery: if the count, phase split, ordering, or band assignment is wrong, the Architect corrects the structure and re-issues it to the Lesson Author / Content Writer.
  9. Next step: hand the finished 500-lesson output to the Curriculum Reviewer / QA.
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Flow 2 — Lesson Author / Content Writer drafts each lesson's differentiating attributes and fields

  1. The Lesson Author / Content Writer receives the structural direction: ten phases, 50 lessons each, the concrete → abstract → mencongak ordering, and the difficulty and timing bands.
  2. For each lesson, the Writer assigns a theme, a game genre from the 20-genre rotation, a mascot from the 10 main mascots plus 30 NPCs, and a palette.
  3. For each lesson, the Writer assigns an approach from {cerita, visual, permainan, tantangan, eksplorasi}, a question type from {visual, cerita, mencongak, puzzle, aplikasi}, and a reward from {koin, badge, kartu, skin, lagu}.
  4. For each lesson, the Writer writes a unique title, a topic, a target-seconds value consistent with the lesson's band, exactly three keywords, and a cliffhanger.
  5. The Writer checks that the lesson differs from every other lesson across all seven dimensions; if it repeats, the Writer revises the offending dimension.
  6. Observable result: a complete lesson record carrying all required fields, differentiated across the seven dimensions and consistent with its band.
  7. Failure/recovery: if a lesson repeats another across one or more dimensions, or its target seconds do not match its band, or a field is missing, the Writer revises the lesson and re-checks.
  8. Next step: continue to the next lesson until all 500 records are complete, then hand the output to the Curriculum Reviewer / QA.
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Flow 3 — Curriculum Reviewer / QA verifies the finished blueprint

  1. The Curriculum Reviewer / QA receives the finished 500-lesson output.
  2. The Reviewer verifies the count and structure: exactly 500 lessons, 10 phases × 50, with the ten phases in their accepted order.
  3. The Reviewer verifies the ordering: concrete → abstract → mencongak preserved across the sequence.
  4. The Reviewer verifies the difficulty bands and target seconds for each lesson range: L1–60 (2-digit/5s), L61–160 (3-digit/3s), L161–230 (algebra/5s), L231–380 (SMP), L381–500 (SMA).
  5. The Reviewer verifies that every lesson carries all required fields: no, judul unik, topik, tema, game, maskot, palet, pendekatan, soal, reward, target detik, 3 kata kunci, cliffhanger.
  6. The Reviewer verifies seven-dimension uniqueness across all lessons, and verifies the game-genre rotation (20) and mascot roster (10 main + 30 NPC).
  7. Observable result: a verification result confirming that all checks pass, after which the blueprint is marked complete.
  8. Failure/recovery: if any check fails, the Reviewer returns the offending lesson(s) to the Lesson Author / Content Writer for revision, and re-verifies after the revision.
  9. Next step: the blueprint is considered complete only when all checks pass.

6. Visuals Colors and Theme

No CREATIVE DIRECTION block was supplied. The blueprint is a generated document artifact, so the visual system below is a coherent, accessible default for the document's presentation, labeled as a default and not derived from user-specified brand values.

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  • Mode: light document surface with a dark-accented phase header band.
  • Colour tokens by role:
    • Document background: #FFFFFF
    • Section surface: #F8FAFC
    • Border/divider: #E2E8F0
    • Primary text: #0F172A
    • Secondary/muted text: #475569
    • Phase header band: #1E293B
    • Phase header text: #F8FAFC
    • Accent (phase numerals, band labels): #0EA5E9
    • Success/verified state: #16A34A
    • Warning/needs-revision state: #D97706
    • Error/rejected state: #DC2626
  • Font families: headings — Inter, sans-serif; body — Inter, sans-serif; monospace (field keys, lesson numbers) — JetBrains Mono, monospace.
  • Type scale: document title 32px/1.2 bold; phase heading 24px/1.3 bold; lesson title 18px/1.4 semibold; body 15px/1.6 regular; field label 12px/1.4 semibold uppercase; monospace field value 13px/1.5 regular.
  • Radius/shape language: 8px radius on cards and phase blocks; 4px radius on inline badges; 2px radius on dividers.
  • Spacing rhythm: 4px base unit; 16px between lesson records; 32px between phase blocks; 48px between major document sections.
  • Imagery style: none required — the blueprint is text-and-table content; no mascot or palette artwork is rendered in the current scope.

[Default — not specified by user]

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7. Signature Design Concept

The blueprint's public entry is its document header and phase index. The signature concept is a ten-step ascent ladder: the ten phases are presented as a vertical ladder of ten stacked bands, each band labeled with its phase number, phase name, and lesson range (L1–50, L51–100, and so on through L451–500). The ladder reads top to bottom in the accepted phase order, and each band carries its difficulty-band label (2-digit/5s, 3-digit/3s, algebra/5s, SMP, SMA) as a right-aligned badge. The concrete → abstract → mencongak progression is expressed as a single continuous spine running down the left edge of the ladder, with three labeled segments — Konkret, Abstrak, Mencongak — marking where the progression shifts. This concept only recomposes accepted content (the ten phases, their order, the lesson ranges, the difficulty bands, and the progression) and introduces no new behavior, page, or destination.

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8. Interaction Model & Motion Direction

No CREATIVE DIRECTION block was supplied. The blueprint is a generated document artifact, so the appropriate tempo is still: the content is read, not interacted with, and motion would add nothing to a 500-lesson reference document.

Interaction Model: Static (direction) Motion Tempo: still Hero Dimensionality: flat

Landing Hero Motion Brief

  • Focal subject: the ten-step ascent ladder — ten stacked phase bands with the concrete → abstract → mencongak spine running down the left edge.
  • Input → transformation → outcome thesis: the reader's eye enters at the top band (Fase 1 Pulau Angka, L1–50) and travels down the ladder through all ten phases to the final band (Fase 10 Singgasana Master, L451–500), arriving at the completed 500-lesson blueprint; the transformation is the reader's traversal of the full curriculum arc, and the outcome is comprehension of the complete structure.
  • Motion vocabulary: none — the ladder is a static composed first frame.
  • Composed first frame: the document header sits above the ladder; the ladder's ten bands are fully visible in the accepted phase order, each with its phase number, phase name, lesson range, and difficulty-band badge; the three progression segments (Konkret, Abstrak, Mencongak) are labeled along the spine.
  • Reduced-motion state: identical to the composed first frame — the design is static by default.
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9. Non-Functional Requirements

  • NFR-1 — Exact lesson count and phase split. The blueprint must contain exactly 500 lessons, structured as 10 phases × 50 lessons. Provenance: explicit. Rationale: the count and split are hard constraints in the authoritative source.
  • NFR-2 — Seven-dimension uniqueness. No two lessons may repeat across any of the seven dimensions (theme, game genre, mascot, palette, approach, question type, reward). Provenance: explicit. Rationale: the uniqueness rule is a hard constraint in the authoritative source.
  • NFR-3 — Rotation and roster counts. Game genres must rotate across 20 options; mascots must consist of 10 main mascots plus 30 NPCs. Provenance: explicit. Rationale: the rotation and roster counts are hard constraints in the authoritative source.
  • NFR-4 — Enumerated value sets. Approach must be one of {cerita, visual, permainan, tantangan, eksplorasi}; question type must be one of {visual, cerita, mencongak, puzzle, aplikasi}; reward must be one of {koin, badge, kartu, skin, lagu}. Provenance: explicit. Rationale: the enumerated sets are hard constraints in the authoritative source.
  • NFR-5 — Band timing targets. Target seconds per lesson must be 5 seconds for L1–60, 3 seconds for L61–160, and 5 seconds for L161–230. Provenance: explicit. Rationale: the timing targets are hard constraints in the authoritative source.
  • NFR-6 — Uninterrupted completion. The 500 lessons must be written in full without stopping or asking for confirmation. Provenance: explicit. Rationale: the no-stop rule is a hard constraint in the authoritative source.
  • NFR-7 — Complete output before QA. The 500 lessons must be generated as one complete output before final QA review. Provenance: required_inference. Rationale: required to make the accepted verification journey executable without adding a product capability.
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  • NFR-8 — Verification before completion. QA must verify all required fields, difficulty bands, timings, and seven-dimension uniqueness before the blueprint is considered complete. Provenance: required_inference. Rationale: required to make the accepted completion condition executable without adding a product capability.

10. Tech Stack

The current delivery shape is generated documents with no custom UI. No source-specified technology choices were provided for a runtime application, and no application runtime is required by the accepted requirements.

  • Deliverable format: Markdown document (the blueprint itself).
  • Authoring/verification tooling: plain text tooling sufficient to author and check the 500-lesson document; no application framework, database, or deployment infrastructure is required by the current scope.
  • No runtime services: no backend, frontend, database, container, or orchestration layer is required for the current deliverable.

[Default — not specified by user]

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11. Assumptions and Constraints

  • A-1: The blueprint is a generated document artifact; no learner-facing interactive application is in the current scope. [Default — not specified by user]
  • A-2: The ten phase names and their order are fixed as given and are not to be renamed, reordered, added to, or removed from.
  • A-3: The difficulty bands are applied by lesson range exactly as specified: L1–60, L61–160, L161–230, L231–380, L381–500.
  • A-4: The seven-dimension uniqueness rule applies across all 500 lessons, not only within a phase.
  • A-5: The 20-genre rotation and the mascot roster of 10 main mascots plus 30 NPCs are fixed counts that the blueprint must respect.
  • A-6: The enumerated value sets for approach, question type, and reward are closed; no values outside those sets may be used.
  • A-7: The blueprint is considered complete only after QA verification passes.
  • C-1: Exactly 500 lessons total, structured as 10 phases × 50 lessons.
  • C-2: Every lesson must be different across all seven dimensions.
  • C-3: Game genres rotate across 20 options.
  • C-4: Mascots consist of 10 main mascots plus 30 NPCs.
  • C-5: Approach must be one of cerita/visual/permainan/tantangan/eksplorasi.
  • C-6: Question type must be one of visual/cerita/mencongak/puzzle/aplikasi.
  • C-7: Reward must be one of koin/badge/kartu/skin/lagu.
  • C-8: Target seconds per lesson: 5 seconds for L1–60, 3 seconds for L61–160, 5 seconds for L161–230.
  • C-9: Do not stop or ask for confirmation while writing the 500 lessons.
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12. Glossary

  • Blueprint: The complete 500-lesson curriculum document produced by this project.
  • Fase (Phase): One of the ten named curriculum stages, each containing 50 lessons.
  • Lesson: A single curriculum unit carrying all required output fields and differentiated across the seven dimensions.
  • Concrete → abstract → mencongak: The mandated lesson ordering progression, from tangible reasoning, through abstract reasoning, to mental arithmetic.
  • Mencongak: Mental arithmetic performed without written working.
  • Seven dimensions: The seven attributes across which every lesson must differ: theme, game genre, mascot, palette, approach, question type, reward.
  • Game genre rotation: The set of 20 game genres from which each lesson's game genre is drawn.
  • Mascot roster: The 10 main mascots plus 30 NPCs from which each lesson's mascot is drawn.
  • Palette: The colour scheme assigned to a lesson as one of its seven differentiating dimensions.
  • Pendekatan (Approach): One of the five accepted lesson approaches: cerita, visual, permainan, tantangan, eksplorasi.
  • Jenis soal (Question type): One of the five accepted question types: visual, cerita, mencongak, puzzle, aplikasi.
  • Reward: One of the five accepted reward types: koin, badge, kartu, skin, lagu.
  • Target detik (Target seconds): The per-lesson timing target determined by the lesson's difficulty band.
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  • Kata kunci (Keywords): Exactly three keywords recorded for each lesson.
  • Cliffhanger: The narrative hook recorded for each lesson.
  • Difficulty band: One of the five lesson ranges with defined content difficulty and timing targets: L1–60, L61–160, L161–230, L231–380, L381–500.
  • SMP: Indonesian junior secondary school level (L231–380).
  • SMA: Indonesian senior secondary school level (L381–500).
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No completed page designs yet.

Completed design pages will appear here when they are ready to preview.

count, phase split, ordering, or band assignment is wrong
structure, ordering, and bands are correct
Start blueprint authoring with accepted structure 500 lessons, 10 phases x 50
Fix the ten named phases in their accepted order
Establish concrete to abstract to mencongak progression
Apply difficulty and timing bands to lesson ranges
Preserve phases and progression across the full sequence
1. Direct Lesson Author to draft differentiated lesson records
2. Ensure all 500 lessons are written in full without stopping or confirmation
3. Generate the 500 lessons as one complete output before QA
4. Structure valid: count, phase split, ordering, bands correct?
5. Correct structure and reissue direction to Lesson Author
Hand off finished 500-lesson output to Curriculum Reviewer / QA

No completed page designs yet.

Completed design pages will appear here when they are ready to preview.

count, phase split, ordering, or band assignment is wrong
structure, ordering, and bands are correct
Start blueprint authoring with accepted structure 500 lessons, 10 phases x 50
Fix the ten named phases in their accepted order
Establish concrete to abstract to mencongak progression
Apply difficulty and timing bands to lesson ranges
Preserve phases and progression across the full sequence
1. Direct Lesson Author to draft differentiated lesson records
2. Ensure all 500 lessons are written in full without stopping or confirmation
3. Generate the 500 lessons as one complete output before QA
4. Structure valid: count, phase split, ordering, bands correct?
5. Correct structure and reissue direction to Lesson Author
Hand off finished 500-lesson output to Curriculum Reviewer / QA