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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.
A shared language for you and your students.
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.
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.
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.
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.
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.
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.
A quick blueprint for designing any World Builders activity.
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.”
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.
Choose 1–2 skills students practice:
- “Cites evidence from text.”
- “Uses academic vocabulary correctly.”
- “Explains cause & effect clearly.”
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.
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.
Keep the fantasy layer for students and the numbers clean for you.
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.
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.

