What students experience
Good choices turn into rewards students can see, spend, and grow.
The game layer gives students a concrete way to see progress. Effort becomes XPXP (Experience Points)A running total that measures a student's progress. Earn enough and the hero levels up, unlocking new skills, gear, and abilities.. Responsibility becomes GoldGoldThe in-game currency students earn through good work and spend in the class shop on real rewards: homework passes, privileges, whatever the teacher stocks.. Learning becomes levels, pets, items, powers, and a hero that grows as they do.

Hero's Homeroom




