The curriculum —- the number and sequence of games and items presented within a session (including review items learned in previous sessions, and new to-be-learned items), and the sequence, number, and timing of sessions —- is designed to be highly configurable by the instructor/researcher. See
Timeline of the general training plan (top panel) ..., top panel, for an example of curricula we used in one experiment [6]). This allows for systematic manipulation of training parameters to enable empirical testing of the efficacy of different variables in L2 teaching. Different users can be assigned different curricula, enabling A/B testing or more complex between-subjects research designs. The architecture will also allow users to select different training modules (e.g., different themes, topics, or sets of words) within a curriculum assigned to them, enabling user-specific customization and user-driven learning, while still allowing systematic empirical testing of the curriculum.