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Understanding TeachQuest's Core Mechanics

TeachQuest transforms your classroom into an engaging RPG adventure where students learn through gameplay, team collaboration, and achievement systems. Here's how it works:

Setting Up Your Classroom

Begin by creating characters for all your students. Each student will select their class (Defender, Wizard, Medic, or Augmentor) and customize their character. This creates immediate investment in the system.

Daily Implementation:

  • Introduce the system during the first week of class
  • Allow 15-20 minutes for character creation
  • Create balanced teams with a mix of all character classes

Reward and Consequence System

The core gameplay revolves around rewarding positive behavior and academic success while providing consequences for disruptions:

  • XP (Experience Points): Awarded for academic achievements, correct answers, and completed assignments
  • Gold (GP): Earned through positive classroom behavior, helping peers, and exceptional work
  • HP (Health Points): Students lose HP for disruptive behavior or poor performance
  • MP (Mana Points): Used to cast helpful spells that benefit teammates

Daily Implementation:

  • Award 5-10 XP for correct answers during discussions
  • Give 5-15 Gold for helpful behavior and collaboration
  • Deduct 5-10 HP for disruptive behavior or incomplete work
  • Restore 5 MP daily to each student to encourage spell use
  • When a student reaches 0 HP, they are "cursed" with a consequence you determine

Quests and Assignments

Transform regular assignments into engaging quests that students can complete to earn rewards:

Daily Implementation:

  • Create quests tied to your curriculum
  • Design quests using text or images as study materials
  • Set clear XP and Gold rewards for completion
  • Allow students to complete quests at their own pace

Raids and Boss Battles

Use raids for major assessments and exams, where students battle monsters by answering questions:

Implementation:

  • Create raids for unit tests or major assessments
  • Students answer questions to attack the boss
  • Correct answers deal damage to the boss
  • Incorrect answers cause students to lose HP
  • Defeating the boss rewards all participants with XP and Gold

Random Encounters

Keep your classroom dynamic with unexpected challenges and opportunities:

Daily Implementation:

  • Use the random encounter generator once a day
  • Create fun challenges like "Today everyone must whisper or lose 5 HP"
  • Use the random student selector to ensure fair participation
  • Create positive encounters like "Gold Rush Day" where correct answers earn double gold

"Today's random encounter: everyone must walk backwards in the classroom, or they lose 5 HP!"

Spell Casting and Team Collaboration

Encourage teamwork through the spell system:

Daily Implementation:

  • Allow spell casting during designated times in class
  • Encourage students to help teammates who are low on HP
  • Create team challenges where spell coordination is beneficial
  • Students unlock new spells as they level up through XP gain

Character Progression

Students can use their gold to purchase character customizations and spend XP to level up:

Implementation:

  • Students can purchase new character skins, backgrounds, and pets
  • Level ups happen automatically as students gain XP
  • Each level unlocks new abilities and customization options

Sample Daily Implementation

Start of Class

Run a random encounter

During Lesson

Award XP for correct answers and participation

Group Work

Allow spell casting to help teammates

Assignment Time

Introduce quests and track progress

End of Class

Award Gold for positive behavior and manage HP deductions for disruptions

Weekly

Run a raid or boss battle aligned with your curriculum assessment