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Classroom Behavior Rules: Reward vs. Punishment Simulator

This simulation models a full classroom as a population of independent student agents, each carrying a hidden engagement level and a resentment level that evolve under a simple operant-conditioning rule. Adjust reward strength, punishment strength and how consistently the teacher enforces the rules, and watch every desk in the 3D classroom change color in real time — green for engaged, orange for neutral, red for disruptive — while class-wide engagement, disruption rate and a composite learning-outcome index update live. The model captures a well-known classroom-management pattern: punishment alone can suppress visible disruption quickly but builds resentment that caps long-run engagement, while consistent, well-balanced reward sustains higher engagement over time.