World Builders / Instructor Console
Character Points & Daily Goals
Private control panel for adjusting XP, currencies, goals, messages, and visual identity in the shared ledger.
Selected Student: None
Last Update:
ID Bar Flag:
Select Student
Current Snapshot
Sheet-Backed
No Student Loaded
Choose a student ID and click “Load Student” to view and modify their stats.
Level 0
XP Progress 0 / 10
Call Sign
Currencies
XP: 0
CP: 0
SP: 0
BP: 0
RP: 0
MP: 0
Badges (MP/5): 0
Adjust Points
Affects the shared Google Sheet
Mode:
Call Sign & Team Badge
Profile Identity
Badge preview will appear here.
Character Avatar
Student View
This image will appear in the Avatar card on the Student Hub.
Avatar preview will appear here.
Trophy Case
Trophies 1–20
Trophy preview will appear here.
Daily Goals & Student Message
Saved in the Google Sheet for the selected student
Students will see this message in the Messages card of their Character Hub.
(For now, notes are not sent to the sheet. We can wire that up later with an extra column.)
Student ID Bar Control:
Instructor Console · XP System Reference

Designing & Scoring XP-Based Assignments

Use this panel as your quick guide for how XP, CP, SP, RP, BP, and MP behave in the World Builders ecosystem, and how to turn points into clear, fair grades students can understand.

XP = Experience
CP = Challenge
SP = Skill
RP = Reflection
BP = Builder Currency
MP = Mastery
A Currencies at a Glance

A shared language for you and your students.

XP
Experience Points
Core Progress

XP tracks the “total journey” of a student across the year. XP is earned for completing meaningful work, participating in class, and engaging with learning tasks.

  • Every 10 XP = 1 Character Level.
  • XP never resets; it’s cumulative and visible as growth.
  • Use XP as the umbrella number: XP = CP + SP + RP for a given assignment or series of tasks.
Use XP when you want to reward steady effort over time and give students a simple “total score” they can track.
CP
Challenge Points
Tasks & Quests

CP measures how many tasks within an assignment a student completes, especially when there are optional or “stretch” challenges.

  • Use CP for multi-part activities or menus of tasks.
  • Great for stations, choice boards, and project checklists.
Think of CP as: “How many quests did you complete today?”
SP
Skill Points
Specific Skills

SP focuses on growth in specific, named skills, like citing evidence, explaining cause and effect, or using academic vocabulary.

  • Use SP to mark progress on rubrics or learning targets.
  • Perfect for tracking practice in reading, writing, or lab skills.
SP answers: “What exactly did you get better at?”
BP
Builder Points
Classroom Economy

BP is your in-class currency. Students can spend BP on rewards, privileges, upgrades, or class “shop” items.

  • Earned from effort, collaboration, kindness, or bonus challenges.
  • Spent on things you define: passes, perks, or cosmetic upgrades.
BP keeps it fun and gives students a reason to care about consistency.
RP
Reflection Points
After-Action Review

RP is earned when students complete reflection activities after an assignment—analyzing what went well, what was challenging, and how they’ll improve next time.

  • Use RP for written reflections, error analyses, or goal-setting prompts.
  • Reflection tasks don’t have to be long—they just need to show thinking about thinking.
RP answers: “What did you learn about your own learning?”
MP
Mastery Points
Big Milestones

MP marks when a student demonstrates mastery of a major concept or standard (for example, all GRAPES elements for a civilization).

  • Fewer but more powerful than XP or CP.
  • Often tied directly to badges, tests, or unit projects.
MP is how students climb toward Mastery Badges.
B Turning an Assignment into an XP Plan

A quick blueprint for designing any World Builders activity.

1
Define the Core Task
What are students actually doing?

Write a one-sentence description of the assignment:

  • “Students complete a GRAPES chart for Ancient Egypt.”
  • “Students create a comic showing cause & effect of the Black Death.”
This becomes the foundation for XP, CP, SP, and RP decisions.
2
Set XP & CP Values
Effort + Completion

Decide how much the task is “worth” in your XP economy:

  • Small task (warm-up, short exit ticket): 10 XP.
  • Medium task (classwork, one-page product): 20 XP.
  • Large task (project, full GRAPES chart): 50 XP.
Use CP, SP, and RP to build toward that XP total. For example, a medium task might be CP 10 + SP 5 + RP 5 = 20 XP.
3
Attach Skills (SP)
Make learning visible

Choose 1–2 skills students practice:

  • “Cites evidence from text.”
  • “Uses academic vocabulary correctly.”
  • “Explains cause & effect clearly.”
Award SP when a student hits a proficiency target on your rubric (for example, 1 SP for each skill at “Meets” or “Exceeds”).
4
Decide Where MP Fits
Mastery Moments

Ask: “If a student crushed this task, would it show real mastery?”

  • If yes: completing it at a high level can earn 1 MP.
  • If not: keep it XP/SP/RP only and save MP for bigger milestones.
MP should feel rare and special—students should notice when they earn it.
Example: GRAPES Chart for Ancient Egypt
Medium/large GRAPES task: 50 XP total, built from CP + SP + RP.
Example: CP 20 (completed sections) + SP 20 (skills) + RP 10 (reflection) = 50 XP.

On the sheet: You might enter XP = 50, CP = 20, SP = 20, RP = 10 for a top-level performance.

For partial work: lower CP, SP, and RP values, but still reward effort and reflection.

C Mapping Points into the Gradebook

Keep the fantasy layer for students and the numbers clean for you.

G
Single Assignment Conversion
Points → Grade

For a given assignment, decide what “full credit” looks like:

  • Full credit = 10, 20, or 50 XP (depending on task size).
  • Translate into a 100-point scale: (Student XP / Max XP) × 100.
Example Student earns 40 XP on a 50 XP task → 80%
You can still weight tests/projects more heavily in your LMS; XP is just the raw score.
M
Mastery Point Signals
Unit-Level Decisions

Use MP totals to decide final unit grades or badge eligibility:

  • 0–1 MP = still emerging; needs more practice.
  • 2–3 MP = meets expectations for the unit.
  • 4+ MP = exceeds; qualifies for “Mastery” badge.
Sample Rule 3 MP = A, 2 MP = B, 1 MP = C
Keep it transparent: tell students, “XP shows your ongoing work, CP shows how many challenges you completed, SP shows specific skills, RP shows how you reflected, and MP shows when you’ve mastered a big idea.” When they know what the numbers mean, the system feels fair instead of random.