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Hero's Homeroom

Run your classroom.
Let students live in it.

Hero's Homeroom gives teachers the controls to manage behavior, rewards, and recovery, and gives students a place to earn 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., 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., and pets for their own hero.

No gaming experience required — for you or your students.

Student hero — warrior character with pets in a desert scene

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.

Level Progression

A classroom loop

Reward the moment. Let students make something of it.

This is the part that makes Hero's Homeroom more than points with fantasy names.

  1. In the moment

    The teacher recognizes it

    Give 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., 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., or a Gem while the effort is still fresh.

  2. On the student side

    The reward becomes progress

    Their hero levels up, learns skills, and grows alongside the work they are doing in class.

  3. With real choice

    The student decides what matters

    Teachers control the shop. Students choose whether to save for a privilege, a pet, or a piece of gearGearEquipment sets that change a hero's visual appearance. New sets unlock at level milestones and are purchased from the in-game Blacksmith with Gold..

  4. When things go wrong

    There is a way back

    Recovery questsRecovery QuestA specific task a teacher assigns when a student has fallen off track. Completing it restores Health and Mana. A structured path back, not an added consequence. give a student something specific to do next instead of piling on another consequence.

Try the reward loop yourself

The student side

Every student gets a hero that's actually theirs.

Each student picks a hero type (WarriorWarriorA hero type built around durability and self-reliance. Warriors absorb damage, heal themselves, and are hardest to take down., MageMageA hero type built around supporting others. Mages heal multiple classmates at once, protect allies from damage, and restore their Mana., or RogueRogueA hero type built around flexibility. Rogues assist allies, share items, and at max level can use skills from any other hero type.) that shapes their skills and gearGearEquipment sets that change a hero's visual appearance. New sets unlock at level milestones and are purchased from the in-game Blacksmith with Gold. as they level up. Students collect pets, earn equipment, and watch their hero change over the school year. HealthHealthA numerical measure of a student's standing. It takes damage when rules are broken and is restored through Recovery Quests and corrective actions. and ManaManaThe energy resource heroes use to activate skills. It depletes over time and refills when a student completes a Recovery Quest. make classroom moments feel like they have stakes. Students can also see their Guild and guildmates, while teachers stay fully in control of setup and membership.

Student hero dashboard — hero view with health, XP, gold, and action buttons
Teacher class dashboard — student roster with award controls

The teacher side

Every teacher gets one place to run the room.

Your class roster, award controls, and student stats are all in one place. Hand out 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., 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., or GemsGemsA premium currency the teacher awards directly for standout moments. Students spend them on pets. the moment a student earns it. See who's leveling up and who might need a recovery questRecovery QuestA specific task a teacher assigns when a student has fallen off track. Completing it restores Health and Mana. A structured path back, not an added consequence. before things slip. When you need quick input, launch a Council Vote for up to one week and reuse past questions as new drafts.

Your class dashboard should feel like a control panel, not homework.

Hero's Homeroom keeps the everyday teacher tools in one place, so you can run the room without opening a dozen tabs.

Noise Monitor

Make classroom volume visible without stopping the lesson to lecture about it. Set the expectation, let students see how the room is doing, and connect quiet work time to class goals.

  • Visible volume feedback
  • Class-wide goals
  • Rewards or consequences tied to the room

Not ready yet?

Drop your email and we'll let you know when new features ship.

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