Supervisor access
Casual-access deterrent only — not real authentication.
Author or edit a case, then save it as JSON to drop into cases/.
This case is locked (answer key hidden) — thresholds are read-only. Uncheck "Lock" below and re-save/share to edit them.
These set the child's starting condition for the session — how much stamina they bring to the booth, and two multipliers that scale how fast the built-in behavior model reacts. Everything else (conditioning, engagement, false-positive rate) is derived live during the session and isn't set here.
How many responses (correct or not) the child has "in the tank" before fatigue/ disengagement dominates. Roughly maps to session length — higher = a longer testable session. Suggested: 80–100 for a child who tires quickly, 120 (default) for typical, 150–180 for a very cooperative child.
0–100. The child's fatigue level at the very start of the session — use above 0 to simulate a child who's already tired/fussy before testing begins (e.g. tested late in the day, or after a long wait). Fatigue rises further over the session and gradually suppresses genuine responses and conditioning gains. Suggested: 0 (fresh start, default) or 15–30 for "already tired."
Multiplies how fast engagement drops each trial (faster drop = gets bored/ distracted sooner, especially between reinforcements). 1.0 = default rate. Suggested: 0.6–0.8 for a patient/easy-to-engage child, 1.0 typical, 1.5–2.0 for a child who disengages quickly and needs frequent, well-timed reinforcement to stay testable.
Multiplies the child's baseline chance of a false-positive (unprompted/guessed "response" with nothing audible presented) — this is the main knob for how much a case exercises the student's judgement on withhold vs. reinstruct. Suggested: 0.5–0.8 for a straightforward case, 1.0 typical, 1.5–2.5 for a "tricky" case designed to test false-positive handling.
Each of the three play-audiometry games (cars/horses/marbles) is conditioned independently — a child can be well-conditioned to one and a blank slate on another, which is why switching games mid-session (in the Trial runner) restores some engagement. Set these per game to shape which one the child already "knows" and how readily each one builds conditioning.
Unchecked = that clip variant will never play for this case. Most cases should leave everything checked.
"Save" above writes the raw case file for dropping into cases/.
These two write a separate, schema-versioned format meant for
sharing/importing via a link or file — not for cases/.