GEN village in Classical Antiquity
Explorer owl, GEN mascot

GEN · Gamification ENgine · by Class of Wonders & Rocas Tech

The next generation of gamification for your LMS.

A strategy, RPG and idle game tied to every learning activity. 30 levels designed to last the whole school year — and give students a reason to come back tomorrow.

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game levels

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visual narratives (ages 6–18)

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avatar combinations

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virtual items

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extra challenges

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titles per subject

01The level boss

Points, badges and leaderboards don't build habits.

"PBL" gamification wears off in weeks because the points are useless. With no real reason to come back, students log into the LMS only because they have to.

GEN replaces extrinsic motivation with a game economy where every point earned builds something.

Typical PBL engagement

week 1 → 8 · game over

Empty village at the start of the game

02How it works

The learning-play loop that never stops.

  1. ↻ and back to step 1
Knowledge Portal

03The game currency

A single currency with a learning purpose.

4 categories + 1 configurable special (e.g. Digital Library). Click each stone to add it to your inventory.

x2Teacher-recommended activity
+50%Per completed resource
150%Point increase every phase
Math Knowledge Portal
Stone skill tree per subject

04Living economy

The fuel of intrinsic motivation.

Production cycle

Production cycle

Stones → Building Plans → Buildings & Tools → Resources.

Survival

Survival

The avatar's food and water keep students logging in often.

Idle generation

Idle generation

Buildings produce in real time; coming back to harvest becomes a habit.

0530 levels · 6 phases

A whole school year in a state of flow.

Short levels and frequent rewards early on (self-efficacy); a more demanding economy at the end (prestige).

  1. 1

    Tutorial

    Level 1

    1st activity

  2. 2

    Onboarding

    2–5

    ~1 wk

  3. 3

    Habit Building

    6–12

    ~6 wks

  4. 4

    Scaffolding

    13–25

    ~14 wks

  5. 5

    Mastery

    26–30

    ~7 wks

  6. 6

    Legacy

    30+

    end-game

Level 1 — tutorial
Level 1 — tutorial
Level 2
Level 2
Level 3
Level 3

06Choose your era

A quest through time, three eras, every age.

Game aesthetics students already know, adaptable to your LMS brand.

Village — Megalithic Period
Avatar — Megalithic Period
Village variant — Megalithic Period

07+50 challenges

Side-quests that pull students back to the LMS.

They reward regular access, activities across subjects and completing sequences.

Challenges — Regular access

08Skill-tree

Every student can top a leaderboard.

Points per subject work as XP and unlock up to 7 titles. Leaderboards per area, not just a global one.

Portal: Science
Science#1 🏆
Portal: History
History#2 🏆
Portal: Math
Math#3 🏆

09NPC & customization

A guide named by your LMS.

Robot guide NPC

[Your NPC's name]

"Hello, traveler! Shall we journey through time together in search of knowledge?"

The NPC walks with the student, explains the experience and connects the game's era to the present.

Onboarding dialogue with the NPC

10Own engine

Ready to integrate and configure.

LMS
xAPI
LRS
GEN
Feedback in LMS
  • ◆Interoperable via xAPI and LRS queries
  • ◆Configurable Stone categories and subjects
  • ◆Economy rules and parameters tuned to your LMS content volume
  • ◆Visual identity and narrative adaptable to your brand and local context

4 integration decisions

  1. 1. LMS ↔ Game flow
  2. 2. Score (number & categories)
  3. 3. Events that generate score
  4. 4. Visual identity

11Choose your class

Built for anyone with an LMS who wants real engagement.

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Education groups

One shared engagement layer for every school in the network.

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Learning systems

Learning content that turns into game progress, from first to final grade.

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EdTechs with an LMS

A ready-made gamification engine, integrated via xAPI.

Final quest

See GEN running on your LMS.

Talk directly to our team.

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You reached level 1 with 0 XP exploring GEN. Imagine your students.