🌱 teachChat guide Open teachChat β†—

πŸ”₯ Points, the shop, and Hype Houses

teachChat's game layer runs on one simple promise: participating earns points, and spending them is always safe. This page covers how points work, what the shop sells, the two scoreboards, and Hype Houses, the class team meter.

How students earn points

Everything flows into one ledger, read two ways:

Ways to earn:

Timeouts deduct a few points (up to 5), and those penalties do count against the score and the leaderboard.

The shop: spending is always safe

Students spend wallet points on:

Buying never lowers a participation score or a leaderboard rank. Spending only moves the wallet. Students see this same promise in their own stats panel, so nobody hoards points out of grade anxiety.

Two scoreboards

Session leaderboard: the top 10 by points earned this session only, screennames only. It appears on your console, on the projector overlay, and behind the πŸ† button in the student view. When Hype Houses is on, each row also shows the student's house emoji.

Overall participation score: the cumulative number, earned minus penalties. You see it per student on your roster (πŸ“ˆ), and each student sees their own in their stats panel, alongside what they've earned this session and what's in their wallet.

Hype Houses

Four teams per class: Ember πŸ”₯, Tide 🌊, Grove 🌿, and Volt ⚑ by default. Teams reshuffle every session and house points reset with them, so every class is a fresh competition. House points are a team tally only: they never touch anyone's personal score or wallet.

Turn it on in the πŸ”₯ Hype Houses section with "Enable the class hype meter."

How the meter charges. The meter fills only when two things happen inside a rolling 90-second window: enough different students participate, and the class earns enough points. Both thresholds scale with how many students are online, and the bar shows whichever condition is lagging. The leading house's emoji rides the tip of the fill; a sprout 🌱 rides while nobody leads.

Levels that pay off. Meeting the launch condition starts Level 1: a points goal against a countdown, harder and shorter every level, up to Level 5. Completing level N banks N house points for the house that led it. Miss a countdown and the run ends, but completed levels keep their loot. Then the meter recharges for 10 minutes before it can gather again.

The warm-up delay. "First house can start after" sets how long after Start session the first house can begin building: no delay, a preset delay between 1 and 20 minutes, or "when I say so πŸš€". It applies from the next session start, and it keeps houses a mid-lesson payoff instead of minute-one noise. During a session, one button does the rest: πŸš€ Start the hype build now skips the wait, and πŸ›‘ Stop the hype house ends a build and holds the meter.

Theme the teams. ✏️ Theme the teams lets you rename the four houses and swap their emojis to fit your subject or unit: Sparta, Rome, Athens, and Carthage for a history class. Names can be up to 24 characters, team colors stay fixed so the chips stay recognizable, and points and membership carry over. It's just a re-skin.

Match the warm-up delay to your lesson shape: a 10 or 15 minute delay lands the first build right as independent work begins, and "when I say so" saves it for exactly the moment you want the room to light up.