Book of Mormon Game
Record Keepers is an interactive 3D game for learning the prophets of the Book of Mormon. It has two parts. In Explore the Prophets, students read an illustrated story for each of 31 prophets at three learning levels: Primary (short picture stories in big words, with read-aloud), Student (a fuller story with scripture references and the lesson behind it), and Scholar (eight pages of extended narrative, historical setting, textual sources, literary craft, cross references, key terms, and study questions). In Who Am I?, students walk through an ancient village where the strangers are prophets in disguise. They talk to each stranger, collect clues, and name who it is. Four difficulty levels let a class start with the best-known prophets and work up to the full roster of 31. Each correct answer unlocks that prophet's story.
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Record Keepers is a 3D game for learning the prophets of the Book of Mormon. Students read illustrated stories at three levels, from Primary to Scholar, then walk an ancient village to work out which prophets are hiding in disguise. Built with Claude and directed by a teacher for a Sunday school class, it runs in any browser and drops into a website.
AI worked as a build partner and rapid prototyper. I described problems in plain language, and it handled the implementation and tested each revision in a browser. That took the project from idea to a working learning tool in a few sessions, not months. The expertise stayed with me: what the text says, how to teach it, and where students get confused. Because the AI drafts the stories, clues, and Scholar notes, I review them against the scriptures, as I would any draft, before students use them.
How I used AI
I built it in conversation with Claude, Anthropic's AI assistant. I started with a plain-language brief: a guessing game about Book of Mormon prophets that students would enjoy. Claude wrote the code (HTML, CSS, and JavaScript, using the open-source three.js library for the 3D), and I did the director's job: set the vision, review each version, and say what wasn't working. The first version was a flat 2D pixel game. I asked for a 3D look with toy-like characters and a village that felt true to the time period, and Claude rebuilt it with flat-roofed houses, tents, olive and palm trees, a sheep pasture, and a glowing Tree of Life at the center. I then asked for an educational layer, and we added Explore the Prophets with its three levels. Later rounds came from using it: I asked for mouse-only controls, a choice of male or female traveler, much more depth at the Scholar level, a larger and less crowded village, and zoom and rotation controls. The story illustrations are drawn in code, so there is no stock art and no copyright concern. The finished build is a single file that drops into a website.
How it was built
Why it matters for teaching
Learning by doing. Students meet the prophets as characters in a place, which helps names and stories stick better than a list.
Three levels, one lesson. The same prophet can be taught to a young child, a teenager, or an adult scholar. The class can use Primary, Student, and Scholar at the same time.
Low-stakes practice. The guessing game gives clues ordered from hardest to easiest, and wrong guesses cost points but never stop the game, so students can try again.
Flexible. Use it as a lesson opener, a review, or a self-paced activity at home. It runs in a browser on computers, tablets, and phones, with no install and no accounts. Progress is saved only in the student's own browser, and nothing is sent anywhere.
A model for what's possible. With clear learning goals and an AI partner, a teacher can build a custom class tool without a developer.