Twelve chart-and-question pairings, three slides with five hidden faults each, four unlabelled lines and a list of clues, three versions of one slide behind a blur slider. Four games, each isolating one specific judgment call rather than covering chart and slide design broadly.
Four games, four specific habits
Keep or Toss trains chart choice: a question appears next to a chart, and the call is whether that chart actually answers it, with a short explanation after every decision covering what the pairing got right or wrong. Fix the Slide trains the reviewer’s eye, five faults hidden on each of three real-looking slides, a topic-phrase title, a distorting 3D pie, bars that don’t start at zero, and a side-by-side comparison against a fixed version once all five are found. Legend Match trains labelling, asking four unlabelled lines to be matched to their names using written clues about how each one behaved, before revealing the same chart with names written directly on the lines. The Squint Test trains visual hierarchy, blurring three designs of one slide to show which element still holds attention once the words are gone, and then doing the same to a slide loaded from the reader’s own device, processed only in the browser.
How the games connect back to the Academy lessons
Each game runs the same reasoning a related Academy lesson covers in writing, as a faster, scored version rather than a substitute for it. Keep or Toss mirrors the logic in Which Chart Should I Use? and the Chart Chooser tool: name the relationship in the data, then count what’s available, before picking a type. Fix the Slide draws its five faults directly from the checks in the Slide Design Checklist and the chart-honesty traps covered in Spot a Misleading Graph. The Squint Test is the hands-on version of the hierarchy argument behind Assertion-Evidence Slides, where one headline and one piece of evidence are meant to survive first glance over everything else on the slide.
Nothing to install, nothing saved beyond the browser
None of the four games ask for an account, a download or an email address, and none require finishing a lesson first, since each one explains its own rule before the first round starts. A game is a faster way to test whether a piece of reasoning actually holds up under a quick, scored call; a lesson is where the fuller version of that same reasoning, with more examples and more edge cases, gets written out in full. Getting several calls wrong in a row on any of the four is usually the clearest sign of which lesson is worth opening next, more so than picking one off a list in advance.