9 applets · ran on A100 40GB
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An interactive, touch-friendly stage where young children explore how pushes and pulls affect objects. By selecting an object (cart, ball, or swing) and choosing a force type (push/pull) with adjustable strength, learners see immediate cause-and-effect: the object moves in the correct direction, speeds up or slows down based on force magnitude, and eventually stops due to friction.
21m 18s to buildPlanner 1m 2s · Coder 3m 17s · Reflect 16m 59s (5 turns)
context window 96k tokens · max output 31.2k tokens
A playful 'push and pull' playground for six- to seven-year-olds (grade 1) discovering that a push or a pull can make things move, speed up, slow down, stop, or change direction. A large friendly stage shows one movable object at a time — a toy cart, a ball, or a swing — sitting on the ground. The learner taps a big PUSH or PULL button (or drags the object): a push sends it moving away with a gentle animation, a pull brings it back toward the learner, and a 'how hard' choice (a soft/medium/strong control shown as one, two, or three arrows) makes it move slower or faster and travel a shorter or longer distance. Big friendly arrows show the direction of the force, the object eases to a stop on its own, and a celebratory sparkle plays when it reaches the edge. Design for very young users: oversized tap targets, high-contrast friendly colours on the dark stage, almost no text, and clear cause-and-effect. Controls: PUSH and PULL buttons (or drag), a soft/medium/strong strength picker, an object selector (cart / ball / swing), and a 'Reset' that returns the object to the middle. Acceptance criteria: a push always moves the object in the push direction and a pull moves it toward the learner; a stronger push makes it move faster and farther than a soft one; the direction arrow always matches the actual motion; and 'Reset' returns the object to its starting place.
An interactive simulation for young learners to explore the concept of buoyancy by testing everyday objects in a virtual water tank. Learners predict whether an object will float or sink, then drop it into the water to see the physical result, reinforcing the relationship between material properties and floating behavior through immediate visual feedback.
23m 47s to buildPlanner 35s · Coder 4m 11s · Reflect 19m 1s (5 turns)
context window 96k tokens · max output 31.2k tokens
A 'does it float or sink?' water-tank explorer for grade 2 learners observing that some things float on water and some sink. A large glass tank of water is the stage, with a shelf of everyday objects beside it — a cork, a wooden block, a plastic boat, a leaf and a sponge (floaters) and a coin, an iron nail, a stone and a marble (sinkers). Before dropping an object the learner makes a guess with a FLOAT / SINK toggle; then they drag the object into the tank and it falls with a little splash and settles either bobbing at the surface or resting on the bottom, and the applet celebrates a correct guess and gently corrects a wrong one. A running two-column 'Floats | Sinks' list fills in as objects are tested. Controls: an object picker (or a tray to drag from), the FLOAT/SINK guess toggle, a 'Drop' action (or drag-and-drop), a 'Take out' / 'New set' button, and a 'Reset'. Acceptance criteria: each object always floats or sinks the way it really does; the guess feedback is correct for the object dropped; the water surface shows a small splash and the object settles at the surface or the bottom accordingly; and the 'Floats | Sinks' lists always match what has been tested.
An interactive 2D side-view explorer for young learners to discover how shadows form when opaque objects block light. By dragging a 'time of day' slider or moving a handheld torch, the learner sees in real-time how shadow length and direction change relative to the light source's position. The applet uses a clean, illustrative style with immediate visual feedback to build intuition about the inverse relationship between light height and shadow length.
24m 10s to buildPlanner 42s · Coder 4m 2s · Reflect 19m 26s (5 turns)
context window 96k tokens · max output 31.2k tokens
A 'sun and shadows' explorer for grade 3 learners discovering that shadows are made when an opaque object blocks light, and that a shadow's length and direction depend on where the light is. A simple ground scene shows an upright object (a stick, a tree, or a child) casting a shadow on the ground. A big sun moves along an arc across the sky as the learner drags a 'time of day' slider from sunrise through noon to sunset; the shadow swings from one side to the other and grows long near sunrise/sunset and shortest at noon when the sun is highest. A second mode replaces the sun with a torch the learner can drag freely in 2D so they see the shadow always falls on the side opposite the light and gets bigger as the light comes closer. Controls: a 'time of day' slider (sunrise -> noon -> sunset), a Sun / Torch toggle, a draggable light source in torch mode, an object picker (stick / tree / child), and a 'Reset'. Acceptance criteria: the shadow always points to the side opposite the light source; the shadow is shortest when the sun is highest (noon) and longest near sunrise and sunset; moving or removing the light correctly moves, resizes, or removes the shadow; and there is no shadow when there is no light.
A playful, tactile simulation for young learners to explore the fundamental laws of magnetism. Users switch between two modes: 'Test Materials,' where they use a virtual bar magnet to identify which everyday objects are magnetic, and 'Two Magnets,' where they drag one magnet near another to feel the forces of attraction and repulsion. The applet provides immediate visual feedback through physics-based animations, making abstract concepts like magnetic fields and pole interactions concrete and intuitive.
29m 57s to buildPlanner 39s · Coder 5m 22s · Reflect 23m 56s (5 turns)
context window 96k tokens · max output 31.2k tokens
A 'fun with magnets' explorer for grade 5 learners discovering magnetic and non-magnetic materials and that like poles repel while unlike poles attract. A bar magnet with a clearly coloured N pole and S pole sits on a dark stage. In one mode the learner brings the magnet near a row of objects — an iron nail, a steel pin, a paper clip (magnetic) and a plastic scale, a wooden pencil, an eraser and a coin (non-magnetic); magnetic objects jump toward and stick to the magnet while others stay put. In a second mode a second bar magnet appears and, as the learner drags one toward the other, like poles push apart and unlike poles pull together, with a distance-dependent force (stronger when closer) and optional faint field lines shown between the poles. Controls: a mode toggle (test materials / two magnets), an object picker, a 'flip magnet' button that swaps N and S, a distance slider (or free drag), and a 'show field lines' toggle. Acceptance criteria: only the magnetic materials are attracted and the non-magnetic ones are not; two like poles repel and two unlike poles attract; the force is visibly stronger when the magnets are closer and weaker when farther; and flipping a magnet's poles correctly reverses attraction into repulsion.
An interactive drag-and-drop circuit simulator designed for grade 6 learners to visualize how electricity flows. The applet provides a breadboard-style workspace where students connect a battery, bulb, switch, and wires to form a loop. It includes a 'test gap' mechanism that allows learners to insert various materials (conductors vs. insulators) to observe their effect on the circuit's functionality.
24m 40s to buildPlanner 39s · Coder 4m 20s · Reflect 19m 41s (5 turns)
context window 96k tokens · max output 31.2k tokens
A simple-circuit builder for grade 6 learners (NCERT 'Electricity and Circuits') meeting the idea that a bulb lights only when it is part of a complete, unbroken loop with a cell, and that some materials conduct while others do not. A board shows a cell (battery), a bulb, a switch, and connecting wires. The learner closes the loop and flips the switch: with a complete circuit the current path lights up and the bulb glows; opening the switch or breaking a wire stops the current and the bulb goes dark. A 'test gap' in the circuit lets the learner drop in different materials — a metal key or coin, a plastic scale, a wooden pencil, a rubber eraser — to see that conductors complete the circuit and light the bulb while insulators leave it off. Controls: an on/off switch, a 'make/break' the loop action, a material picker for the test gap, and a 'Reset'. Acceptance criteria: the bulb lights only when there is a complete loop from the cell through the bulb with the switch closed; an open switch or a broken wire turns the bulb off; conductors placed in the gap light the bulb and insulators do not; and the conducting path is clearly highlighted whenever current flows.
An interactive dual-panel applet that bridges the abstract concept of speed with concrete visual experiences. Learners animate a car along a track while a distance-time graph draws itself in real-time, demonstrating that constant speed yields a straight line where steepness equals velocity. A secondary panel features a simple pendulum to introduce time measurement, allowing learners to see how length affects period and to count oscillations against a timer.
26m 25s to buildPlanner 50s · Coder 4m 33s · Reflect 21m 2s (5 turns)
context window 96k tokens · max output 31.2k tokens
A motion-and-time explorer for grade 7 learners (NCERT 'Motion and Time') connecting speed, distance, and time and reading a distance-time graph. A car (or runner) moves along a straight track at a speed the learner sets, while a distance-time graph draws live beside it: the moving object plots a point each moment so a constant speed traces a straight line whose steepness shows how fast it goes. The learner can add a second, differently coloured mover to compare speeds and see the faster one make a steeper line and reach the end first. A live readout shows speed, elapsed time, and distance (distance = speed x time). A second panel offers a simple pendulum as a timekeeper: a length slider changes how long each swing takes, and the learner counts oscillations against a timer to feel how a pendulum measures equal intervals. Controls: one or two speed sliders, Start / Pause / Reset, a show/hide graph toggle, and a pendulum length slider with an oscillation counter. Acceptance criteria: the plotted distance always equals speed x time and matches the graph and the readout; a faster mover produces a steeper distance-time line and finishes first; constant speed gives a straight line while stopping gives a flat (horizontal) segment; and a longer pendulum has a visibly longer period.
An interactive sound explorer that visually connects the physical vibration of a source to its resulting waveform on an oscilloscope. Learners manipulate frequency and amplitude sliders to see how these properties change pitch and loudness, with an optional audio playback feature to hear the difference.
21m 51s to buildPlanner 46s · Coder 3m 42s · Reflect 17m 24s (5 turns)
context window 96k tokens · max output 31.2k tokens
A sound explorer for grade 8 learners (NCERT 'Sound') showing that sound is made by vibrations, that frequency sets pitch, and that amplitude sets loudness. A vibrating source — a plucked string, a tuning fork, or a speaker cone — visibly oscillates on the stage while an oscilloscope panel draws its waveform. A frequency slider makes the source vibrate faster and packs more cycles into the wave, and the applet labels the sound as a higher or lower pitch; an amplitude slider makes the vibration bigger and the wave taller, and labels the sound louder or softer. A live readout shows the frequency in hertz and the qualitative pitch and loudness, and an optional 'play tone' button sounds the note (via the Web Audio API) so the learner hears the change. Controls: a frequency slider (labelled low -> high pitch), an amplitude slider (labelled soft -> loud), a source picker (string / tuning fork / speaker), a Play / Stop tone button, and a 'Reset'. Acceptance criteria: raising the frequency visibly packs more cycles into the waveform and the label reports a higher pitch; raising the amplitude makes the waveform taller and the label reports a louder sound; the drawn vibration of the source stays consistent with the waveform; and at zero amplitude the source is still and silent.
A physics simulation applet that allows learners to launch projectiles under gravity, exploring the relationship between launch angle, speed, and trajectory. It visualizes vector components, traces paths, and compares motion across different gravitational environments (Earth vs. Moon) to illustrate kinematic principles.
26m 5s to buildPlanner 32s · Coder 4m 41s · Reflect 20m 52s (5 turns)
context window 96k tokens · max output 31.2k tokens
A motion-under-gravity explorer for grade 9 learners (NCERT 'Motion' and 'Gravitation') showing free fall and projectile motion. From a launch pad the learner sets a launch speed and an angle and fires a projectile that follows a parabolic path under gravity; the trajectory is traced, the highest point and the landing range are marked, and a velocity arrow on the projectile updates as it rises and falls. A 'drop / straight up' mode (angle 90 degrees or pure free fall) places markers at equal time steps so the learner sees the spacing grow as the object accelerates downward, illustrating that all objects fall with the same acceleration. A gravity control switches between Earth and the Moon so the learner sees weaker gravity give a longer, higher flight. Live readouts show maximum height, range, and time of flight. Controls: a launch-speed slider, a launch-angle slider (0-90 degrees), a gravity toggle (Earth / Moon) or slider, Launch / Reset, and toggles for the velocity vector and the path trace. Acceptance criteria: the path is parabolic and the range is greatest near a 45-degree launch; a higher launch speed increases the height and range; lower gravity (the Moon) gives a longer time of flight and a higher arc; the equal-time markers in free fall get farther apart as the object speeds up; and the readouts for maximum height, range, and time of flight match the animated motion.
An interactive optical bench that allows learners to construct images formed by convex/concave lenses and curved mirrors using the three principal rays. By dragging an object arrow along the principal axis, users dynamically observe how image position, orientation, and size change in real-time, bridging the gap between abstract formulas (1/v - 1/u = 1/f) and physical intuition.
29m 38s to buildPlanner 45s · Coder 5m 6s · Reflect 23m 47s (5 turns)
context window 96k tokens · max output 31.2k tokens
A ray-optics explorer for grade 10 learners (NCERT 'Light: Reflection and Refraction') showing how lenses and mirrors form images. An optical bench has a principal axis, a lens (convex or concave, switchable) or a curved mirror, marked focal points on both sides, and an upright object arrow whose distance from the lens the learner drags along the axis. The applet traces the standard principal rays — the ray parallel to the axis that bends through the focus, the ray through the optical centre that goes straight, and the ray through the focus that emerges parallel — and their intersection locates the tip of the image, which updates live and is labelled real or virtual, upright or inverted, and magnified or diminished as the object moves across the focal points. A focal-length slider reshapes the optics, and a panel shows the lens/mirror formula (1/v - 1/u = 1/f) and the magnification with the current values substituted. Controls: an object-distance slider (or drag), a focal-length slider, a lens-type toggle (convex / concave) with an optional lens<->mirror switch, an object-height slider, and toggles for the ray construction and the formula panel. Acceptance criteria: the principal rays are drawn correctly and meet at the image tip (real images where rays actually cross, virtual images where their backward extensions meet, drawn dashed on the correct side); the image position, size, and orientation always agree with the lens/mirror formula and the magnification; crossing a focal point correctly flips the image between real/virtual and inverted/upright; and changing the focal length or object distance updates the rays and the image consistently.