Goose Academy · Last revision: May 28, 2026

Scientific References

This document summarizes the research that informs Goose Academy's design.

The goal is not to replicate academic protocols, but to translate well-established findings from cognitive science into a simple, offline, and self-paced learning experience.

Goose Academy is research-informed, not research-prescriptive.

The systems described below are inspired by scientific work, but adapted for usability, short sessions, and accessibility.

Transparency

While the principles cited are scientifically grounded, their implementation in Goose Academy has not yet been validated through controlled empirical studies.


Part 1 — Adaptive Item Selection

During a session, Goose Academy selects items using a dynamic weighting system based on:


Research foundations

ReferencePrincipleContext
Mettler, E., et al. (2016)Adaptive selection based on response-time signalsVocabulary learning
Kornell, N., & Bjork, R. A. (2008)Interleaving vs blockingInductive category learning
Carvalho, P. F., & Goldstone, R. L. (2015)Discriminative contrast via interleavingVisual category learning
Settles, B., & Meeder, B. (2016)Half-life regression for spacingLarge-scale language learning data
Metcalfe, J. (2017)Learning from errorsLiterature review
Pyc, M. A., & Rawson, K. A. (2009)Retrieval strengtheningVerbal materials
Roediger, H. L., & Karpicke, J. D. (2006)Testing effectProse recall
Bjork, R. A. (1994)Desirable difficultiesTheoretical framework

Item weighting formula

Each item is assigned a weight:

Wᵢ = Eᵢ · Mᵢ · Bᵢ · Sᵢ · Rᵢ · (1 + α Ĉᵢ) · (1 + β K̂ᵢ Rᵢ)
VariableMeaningBasis
BᵢSpacing-based boostStrong evidence (spacing)
SᵢSession progressModerate evidence
RᵢTime since last seenStrong evidence
CᵢConfusion with similar itemsHeuristic (confusion tracking)
KᵢVisual / structural contrastContext-dependent
MᵢDown-weight mastered itemsHeuristic
EᵢPrevent repetitionUX constraint (avoids short-term priming that could inflate perceived mastery)

Coefficient calibration

These coefficients are not empirically calibrated. They are design choices balancing confusion and contrast effects.


Design interpretation

Goose Academy translates these principles into concrete selection behaviors:

These choices are design syntheses informed by the research above, not direct replications of the underlying experiments.

Critical note

The formula itself is a design synthesis, not a validated model. Its effectiveness relative to simpler approaches (e.g. pure SRS) is currently unknown.


Part 2 — Level Design & Progression

Goose Academy's progression system is designed for usability and incremental learning.

Design principles


Design interpretation

Goose Academy's progression design balances three goals:

It is inspired by research, not a strict reproduction.


Part 3 — Flag Hunt Distractor Selection

In the flag hunt mini-game, distractors (incorrect flags shown alongside the target) are selected based on visual similarity rather than at random. The goal is to make the task genuinely challenging — forcing learners to notice subtle differences between flags.

Methodology

Visual similarity is computed offline using DenseNet201 (Huang et al., 2017), a deep convolutional neural network pre-trained on ImageNet (ILSVRC-2012). Each flag image is passed through the network and a 1920-dimensional feature vector is extracted from the final pooling layer. Cosine similarity between these vectors determines which flags look most alike.

Data generation

For each of the ~250 flags in the game, the top 35 most visually similar flags are pre-computed and stored in a static JSON file. During gameplay, distractors are drawn from this ranked list.

Rationale

Limitations

The similarity rankings have not been validated against human similarity judgments. DenseNet201 features capture low-to-mid level visual features but may not perfectly align with how humans perceive flag similarity (e.g. cultural or semantic associations are ignored). The approach is a practical heuristic, not a perceptual model.


References

Last verified: May 2026

  1. Bjork, R. A. (1994).
  2. Carvalho, P. F., & Goldstone, R. L. (2015). https://doi.org/10.3389/fpsyg.2015.00505
  3. Huang, G., Liu, Z., van der Maaten, L., & Weinberger, K. Q. (2017). https://doi.org/10.1109/CVPR.2017.243
  4. Kornell, N., & Bjork, R. A. (2008). https://doi.org/10.1111/j.1467-9280.2008.02127.x
  5. Metcalfe, J. (2017). https://doi.org/10.1146/annurev-psych-010416-044022
  6. Mettler, E., et al. (2016). https://doi.org/10.1037/xge0000176
  7. Pyc, M. A., & Rawson, K. A. (2009). https://doi.org/10.1016/j.jml.2009.01.001
  8. Roediger, H. L., & Karpicke, J. D. (2006). https://doi.org/10.1111/j.1467-9280.2006.01693.x
  9. Settles, B., & Meeder, B. (2016). https://doi.org/10.18653/v1/P16-1174

Goose Academy translates cognitive science into a playful, offline learning experience. This document reflects a commitment to transparency, rigor, and humility—bridging the gap between laboratory research and real-world use.