Our Approach

A city is not a reward screen. It’s a government your child runs.

SMAQQ isn’t just another academic app. Studying earns the resources — real curriculum questions, real subjects, real difficulty. But what a student does with those resources is where the city stops being a reward and starts teaching everything a syllabus alone may not.

How it actually works

Citizens have needs. Deadlines are real. Nothing resolves itself.

The city runs on a needs-and-events system, not just an empty grid to decorate. Citizens generate needs, some urgent and short-term, some structural and long-term, and a student has to choose how to respond: build the right thing, spend collected resources, or use a special asset. Ignore a need too long and it can expire with a dent on score. Unplanned events — economic, social, seasonal — happen randomly and can force a change of plan. Every decision is logged in the city’s Chronicle, so a student can look back at exactly what they chose, and when.

The framework

How this reflects NEP 2020’s recommendations.

SMAQQ is not NEP-certified or government-endorsed. What follows is an honest description of where our approach reflects NEP 2020’s stated directions, for you to judge for yourself.

Competency based learning

NEP 2020 pushes for conceptual understanding and application over memorization. Resources are earned by answering real curriculum questions — but spending them is a judgment call, not a recall exercise.

Life skills integrated into learning

NEP calls for life skills woven into the learning experience itself, not taught as a separate subject. The city doesn’t pause academics to teach planning — the two happen in the same loop.

Holistic, multidisciplinary development

Success in SMAQQ isn’t one score. City score, resolved needs, completed events and collectibles all count — academic performance is one input among several, not the only outcome.

Experiential and gamified pedagogy

NEP explicitly encourages play-based, experiential and gamified learning approaches as legitimate pedagogy, not a distraction from "real" studying.

Beyond recall

None of this works without the academics underneath.

The game runs by answering real curriculum questions, graded by thinking skill, not just topic. Questions are tagged against Bloom’s Taxonomy, from low-order-thinking skills (LOTS) that build the foundation, to higher-order-thinking skills (HOTS) that mirror what actually matters.

LOTS — Lower-order thinking

Remember

Recall a fact, term, or definition

“What is the SI unit of force?”

Understand

Explain an idea in your own words

“Why do metals conduct electricity?”

Apply

Use a concept in a new, concrete situation

“Calculate the force needed to move a 20kg crate across a rough floor.”

HOTS — Higher-order thinking

Analyze

Break an idea down and find the pattern or relationship

“Compare photosynthesis and respiration — where do they overlap?”

Evaluate

Judge, justify, or defend a position

“Which irrigation method suits a drought-prone region best, and why?”

Create

Design or propose something new from the concept

“Design an experiment to test which material insulates heat best.”

Curriculum coverage

Grades 6–10, across CBSE, ICSE and state boards.

An illustrative slice for CBSE Grade 8 chapters. The full list is available on the app.

Science

6 chapters · 78 concepts
01Crop Production and Management12 concepts
02Microorganisms: Friend and Foe15 concepts
03Synthetic Fibres and Plastics10 concepts
04Metals and Non-Metals18 concepts
05Coal and Petroleum9 concepts
06Force and Pressure14 concepts
Question difficulty
Easy35%
Medium45%
Hard20%

Every session mixes all three, weighted toward a student’s weakest concepts — never all-easy busywork, never all-hard frustration.

Want the full concept list for your board and grades?

REQUEST A DEMO(only for schools)