{{CREW}} · {{TIME}}
Short classroom activity · SpookyQubits · 3 November 2026
{{QUESTION}}
{{RULE}}
{{PROOF}}
There are {{STRATEGIES}} fixed plans. Exactly {{BEST_PLANS}} cover three cases; none cover all four. Shared randomness mixes fixed plans and cannot improve their best average under uniform question sampling and no communication.
The quick challenge visits each case exactly once in a shuffled order and holds the response plan fixed for the entire deck. It is an exhaustive four-case audit. Players cannot change answers mid-deck or adapt their plan to the round number.
The classroom lab instead independently samples a uniformly random question case on every fresh round. It uses the same questions for the classical plan and the ideal model. A finite classical sample can exceed 75% by luck. Do not treat a high classroom score as evidence of entangled hardware.
{{QUANTUM}}
The ordinary phone centrally sees all questions and samples the model’s joint outcomes. It does not contain entangled ghosts and is not a physical Bell test. Every individual modeled outcome is a fair random bit, independent of the other question settings. Comparing outcomes needs ordinary communication; correlations cannot send a chosen instant message.
Shared-phone privacy relies on participants looking away. The game is not synchronized across separate phones. Teachers may project Solo mode for a class discussion. No personal information is collected or uploaded.
Record the four-card audit and random-batch results separately. Include every run rather than selecting the luckiest one.
| Team/run | Audit or random batch? | Trials | Plan wins | Model wins |
|---|---|---|---|---|
| ________ | ________ | ____ | ____ | ____ |
| ________ | ________ | ____ | ____ | ____ |
| ________ | ________ | ____ | ____ | ____ |
{{SOURCE}}
The game’s story, interface, and locked-plan classroom sequence are educational design choices. No improved learning outcome or novelty claim has been established.