This page explains My Island to Eduversal HQ: what a careful run gives, how picks, islands, paints, statues and visits work, and the safety rules around them. It changes nothing in Sparkuna and reads no student data.
Every number comes from the island rules in Central Hub (functions/island.js, build.js, team-quest.js), and what the student sees comes from the Students Hub island page (island.html, partials/island.js), as they stood on 16 October 2026, with the Lab Valley added from functions/valley.js and partials/valley.js on 17 October 2026, and Wisdom Isle from functions/island.js, build.js, wisdom.js and partials/wisdom-isle.js on 23 October 2026. The sources are listed at the end of the page.
The loop in one picture
Why an island: points, levels and most rewards pay for right answers, so a struggling student falls behind everywhere at once. The island pays for effort instead. Every careful run of 5 or more questions earns a piece, however many answers were right.






Illustration for this page: six pieces on the first island. The two bridge chips and the Lab Valley signpost (west rim, since 17 October 2026) are drawn where the student sees them (partials/island.js → islands.home.gates).
- Careful run5+ questions, unhurried, right or wrong
Pick 1 of 3on the results screen or later; 3 a day
Place itanywhere on the grass
Cross a bridge14 pieces open the next island
Paintafter all 90 island pieces- Visitsschoolmates leave a heart
What a careful run is, and what it gives
The island, the garden, the Workshop, chapter statues and the team quest all use the same test, isEffortRun. It is judged on server times only: when the run started and when each answer reached Central Hub. The time a student's device reports is never trusted.
One careful run gives all of these at once

Up to 3 a day. Picks wait for the student, up to 6.
Up to 5 a day. See Island Garden.
Up to 5 a day. Valley zones open at a level or a number of careful runs. See Lab Valley.
For up to 5 runs a day (Grades 4-12).

When the run was started from a Math or Science chapter. No daily limit.

The grade's weekly quest counts careful runs (Monday to Sunday).
The score never matters: a careful run with wrong answers gives exactly the same. Practice points are separate and come only from practice; the island never gives points.
Picks: 3 a day, saved, chosen when it suits the student
A pick is the right to take one new piece. There is no currency and no shop: the student chooses one of three pieces on offer, and the two left behind may come back another day.
Each careful run earns one pick, up to 3 a Jakarta day. More runs still grow the Workshop, the garden and statues.
The very first visit gives a first piece with no run needed, so the island never starts empty.
Picks now wait for the student, up to 6. Before, a pick was lost at midnight: 60% of earned picks were never claimed (a run at school, the island opened at home the next day). A run made while 6 are already waiting adds no pick.
One small, one medium and one large first. While the newest open island has pieces left, one of the three is from it. A wished piece takes the place of the one of its size. In a season week, one of the three is a season piece.
Demo of the practice results screen (practice-run.html → showIslandPicker, new on 16 October 2026). Tap a piece. The student can also ignore it and choose on My Island later; nothing is lost. Paints and block crates are chosen only on My Island.
Four islands and the ways between them
My Island, Lantern Cove and Starlight Peak have 20 pieces each; Wisdom Isle has 30. The next island opens at 14 pieces on the island before it, before that one is full, so there is never a day without a goal. A Workshop project halves this to 7. An island never closes again, and any piece can stand on any open island.
Chips shown for an example student with 20 pieces on My Island and 9 on Lantern Cove. Wisdom Isle is reached by a signpost on the east shore of Starlight Peak (23 October 2026); on Wisdom Isle a rope bridge leads back. The bridges are drawn in the scene and can be tapped (16 October 2026). An open bridge crosses over. A closed one shows how close it is ("🔒 Lantern Cove · 9/14") and the companion walks over and says what opens it. Visitors see only the bridges to open places.
How many days to the next island?
Uses the real rules: picks a day, the starter pick, 14 pieces (or 7 with the Workshop project) for each of the three islands that open later. It assumes the student takes a piece of the island it needs each time; the offer always holds one.
Grades 1-3 have no Workshop yet, so they open each island at 14 pieces.
Pieces, paints, the wish and season sets
108 pieces in all. 90 are island pieces: 20 on each of the first three islands (7 small, 7 medium, 6 large) and 30 on Wisdom Isle (5 for each of its six places). Then a season set of 6, 6 market pieces that only the Lab Valley food truck brings (since 17 October 2026; see Island Garden + Lab Valley), and 6 Wisdom Isle landmarks that only a place's Reinvent puzzle gives (see Wisdom Isle). Season, market and landmark pieces never count toward opening an island. Next to every piece the companion says one short line; every fact in those lines must be true.
A selection of the art. Sizes are drawn at 4.9%, 7.7% and 11.2% of the scene width (70% of the first sizes since 22 October 2026), and the student can make a piece smaller or bigger (0.6× to 1.25×) or flip it.
Paints: what comes after every piece
Once all 90 island pieces are owned and no island is still closed, every pick becomes a paint for a piece: mint, moonlight, candy, golden. The three are offered for three different pieces. Golden is a prize: it comes up for a piece only after its other three paints. That is 360 more picks for the 90 island pieces, and up to 432 (108 × 4) with the season, market and landmark pieces, so a keen student never runs out. Since 23 October 2026 a student who was already painting gets island pieces again once Wisdom Isle opens, because it brings 30 new ones.
The wish
In the collection book the student taps a dark (not yet owned) piece on an open island to wish for it. From then on it is always one of the three on offer, until it is picked. One wish at a time; it can be cancelled.
Season sets



Sumpah Pemuda, 26 Oct – 1 Nov every year: six red-and-white pieces (never the flag). Inside the week, while one of them is missing, one of the three on offer is a season piece.
They come back every year, never count toward opening an island, and a piece once owned stays forever.
What the student sees on the island
The sky follows Jakarta time (day from 06:00 to 17:59) unless the student pins day or night.
Drag any piece anywhere on the grass, tap it to flip it, resize it or put it back in the backpack.
Every piece of the open islands, owned or dark, with the wish. A closed island shows what opens it.
Two words from fixed lists (24 × 24), never free text, so it is safe to show to visitors. Example: "Sunny Harbour".
Since 17 October 2026 a button lays the island (or the Lab Valley) over the whole device: the Fullscreen API where the browser has it, the page layer alone on iPhone Safari.
A picture of the island, day or night, that the student can save.
The student's own character walks on the island and says the piece's line, or a tip such as "Wrong answers still count when you try your best."
Chapter statues and the Statue Garden
Effort, not medals. Every careful run the student started from a chapter (Practice → book → chapter) counts for that chapter's statue. It never uses one of the 3 daily picks, never gives points and never goes back down. Math and Science only: English follows CEFR levels and has no chapters, so it has no statues.
The Statue Garden (14 October 2026), over the south-east bridge of the first island. Every earned statue that is not on an island stands here, on terraces of 15, so the islands keep their grass for pieces. Nothing extra is stored. Visitors see the garden too.
Visits and hearts
A student may visit a schoolmate's island and leave one heart, to say well done. The rules are built so a visit can only be kind: no text, no names in full, no counts that compare students.
- Same school and same band
Grades 4-6 visit only Grades 4-6, Grades 7-12 only Grades 7-12, both at the student's own school. This is checked again on every visit.
- Grades 1-3 are never visited
They neither visit nor get visited, and their islands are in a band of their own, so no list ever offers them.
- Hearts are a count only
One heart per visitor per island per Jakarta day. The owner sees how many, never who. A visitor never sees the count. Hearts give no points and rank nothing.
- No text anywhere
Names show as first name and initial ("Rani S."). The island name comes from fixed word lists. There is no message box.
- The owner can close the island
"Close to visitors" takes it off every list and blocks visits and hearts, until the owner opens it again.
- A short random list, never a ranking
Up to 6 islands in random order, from the 40 most recently opened at the school and band. Only islands with 3+ pieces, opened in the last 21 days.
Do you like this island?
Leave a heart for Rani S. They will not see who left it, only that someone liked their island.
Demo, with the student's real wording: a second heart on the same day is refused; the owner sees a number only.
- the pieces, paints and where they stand
- earned statues and the Statue Garden
- the island name and open islands
- Workshop builds on the island, unless hidden
- the offer or the wish
- pick counters or visit days
- the heart count
- the team banner (owner only)
The Workshop: the island's building tool
An open block-build plot (16 × 16 × 12) where the student designs its own building, which then stands on the island. Grades 4-12; Grades 1-3 do not have it yet. Since 12 October 2026 My Island, Lantern Cove and Starlight Peak each have their own building site once open, and all sites share one room. Wisdom Isle has no building site.
Then +20 for every careful run, up to 5 runs a day. The room never goes down; removing a block frees its place.
When the blocks in use reach 75% of the room, a pick on My Island may be a crate instead of a piece. It uses one pick, never points.
Each opens with a Bronze medal in a matching chapter, or by effort: one more every 8 careful runs, so no grade is locked out.
Maths and science goals checked on the saved build, with a hint that says what is missing. One is featured each week; a teacher can set up to 2 a week for a group. A pass stays passed.
Block families
Island projects: build the way to the next island (three)
A long bridge: a support at each end and at least 6 empty squares under the middle. A pass opens Lantern Cove at 7 pieces on My Island instead of 14.
A tower 2 blocks wide and 2 deep that reaches the top of the plot: 12 blocks tall (48 blocks, within the starting room of 80). A pass opens Starlight Peak at 7 Lantern Cove pieces.
Since 23 October 2026: two pillars from the ground up, at least 6 blocks tall, joined at the top by a row of blocks with at least 3 empty squares under it (about 15 blocks). A pass opens Wisdom Isle at 7 Starlight Peak pieces.
Since 17 October 2026: a box of water blocks that holds exactly 24 (length × width × height), with walls all round and a floor under it. A pass puts a rain-water tank beside the valley's rice-fish paddy for good. Like the three island projects, it is never the featured weekly challenge.
Other challenges
| Challenge | What the student builds |
|---|
Report and hide
Blocks can draw anything, so every build a visitor sees can be reported with a fixed reason ("unkind" or "other", no free text), once per visitor per owner. 3 different schoolmates reporting hide the builds from visitors at once, until HQ looks at them in Reported Builds. A hidden build stays the owner's own; only visitors stop seeing it.
The team banner
Each week the students of one grade at one school have a team quest: it is reached when 60% of the grade's active students each finish 3 careful runs between Monday and Sunday. One keen student cannot carry it. Everyone who did their 3 in a reached week is credited once, and the banner on their island grows. Grades 1-3 take part too: it is cooperative, not a ranking.
"Active students" are those who practised in the 28 days before Monday; the target is between 2 and 60 students, and a grade with fewer than 3 has no quest that week. Names are never shown, only counts. The banner never gives points, is never taken back, and only its owner sees it.
The Lab Valley: garden, paddy and lab bench
Since 17 October 2026 a signpost on the west rim of My Island leads across a rope bridge to the Lab Valley, a second, wider island in 6 zones. Each zone opens at a level or a number of careful runs, whichever comes first; up to 5 careful runs a day count, starting from what the student did before the valley opened.
The garden beds moved here from the home island, plants and all, to fixed spots on the terraces, so My Island keeps its grass for pieces (cooked dishes and the warung can still stand on it). Zone 2 is a rice-fish paddy; a Workshop-built rain-water tank helps it. The lab bench has three investigations (photosynthesis, the nitrogen cycle, oxygen in the paddy). Testers and HQ observers see every zone open.
Since 17 October 2026: pieces can stand in the valley too, placed freely on its ground mask (zones under mist are blocked until they open); a food truck takes cooked dishes to restaurants and brings back rare market pieces; and night visitors, animals of Indonesia, come when the world has the habitats they need, more of them when many kinds of plants grow. A first visit leaves a Nusantara gift for the Character Studio. Pieces such as the lily pond, palm tree or coral count as habitats.
Open Island Garden + Lab Valley →Wisdom Isle: six places and the Book of Discoveries
Since 23 October 2026 a signpost on the east shore of Starlight Peak leads to Wisdom Isle. It opens at 14 Starlight Peak pieces, or at 7 with the library arch from the Workshop (Grades 4-12). Its 30 pieces are picked like any other piece, 5 for each place. It has no Workshop building site.
Its 6 places stand in a ring round a pool, with the House of Wisdom, a library, on a little island in the middle. In each place the student solves old puzzles called discoveries: first the student works the problem out, then learns who solved it first, when and where. A riddle has 2 to 6 short steps. A Reinvent puzzle ends with a model the student changes until the design works, for example a water clock. A wrong answer or "I don't know" gives a hint; after 3 tries the step is shown, so every puzzle ends with its reveal. Discoveries give no points, never touch the streak and never feed chapter mastery. Found discoveries fill the Book of Discoveries in the House of Wisdom.
Opening the places. The Clockwork Yard opens with the isle. The next place opens after 3 discoveries or 6 careful runs (up to 5 a day count) since the last place opened, once its puzzles are ready: it needs at least 2 published puzzles for the student's band. Until then the counters keep going and the student sees "Its puzzles are on the way". A place never closes. Every puzzle is written for five bands (Grades 1-3, 4-6, 7-8, 9-10, 11-12). Testers and HQ observers see every place and can preview any band.
Landmarks. Each place's Reinvent puzzle gives that place's landmark, a large piece for the island (6 in all). A landmark is never offered in a pick and cannot be wished for. On 23 October 2026 the Clockwork Yard has 7 puzzles ready for all five bands; the House of Light's 8 are still drafts, so no second place opens yet.
Guard rails
Sparkuna is live with real students, so the island follows the same rules as the rest of the game: effort is rewarded and nothing earned is taken away.
Pieces cannot be bought or traded. A pick is one of three pieces on offer, earned only with a careful run (or the starter pick). Market pieces come only at food-truck star totals, and stars are never spent.
No wilting, no energy, no decay. Pieces, paints, open islands, Wisdom Isle places and discoveries, statues, the banner and Workshop room only grow. The one limit: at most 6 picks wait at a time.
A careful run with wrong answers counts the same as a perfect one. A rushed run, a run under 5 questions or a run of only "I don't know this yet" does not count.
3 picks a day and 5 Workshop runs a day. About 30 days of 3 careful runs fill all four islands; paints keep it going after that.
The island gives no points. Hearts are a count only and visit lists are random, so nothing on the island compares students.
Picks, offers, unlocks, statues and the banner are worked out by Central Hub Cloud Functions on server times. The student's device writes only where things stand, the wish, the island name and "close to visitors".
Sources
Where each number on this page comes from, as of 16 October 2026 (Lab Valley rows: 17 October 2026; Wisdom Isle rows: 23 October 2026). Central Hub paths are under Central Hub/functions/; Students Hub paths are under Students Hub/. If a value changes there, update the data block at the bottom of this page.
| Number on this page | Value | File → name |
|---|
Page written 16 October 2026; Lab Valley, full screen and the rain-water tank added 17 October 2026; Wisdom Isle, the library arch and the new totals added 23 October 2026.
