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  2. Using Mathspace as a Teacher

Quick Guide: Mathspace’s New BETA Gamification Features

Mathspace's BETA gamification features boost student engagement and collaboration in math. This guide helps you get started.

Getting Started: How to activate and use these features

These gamification features are in early BETA, which means they are being actively worked on by our product team and are experiencing changes. By participating in this trial and giving us feedback, you can help shape the future of these features! To turn them on for your class, contact us via support to request them.

Question streaks


When students complete 2 or more questions in a row without using skip step, they will activate a points booster that appears on the top right corner in the workbook. Completing 2, 3, and 4 or more questions in a row will award students a 2x, 3x and 4x points booster respectively.

The goal of question streaks is to encourage students to complete as many questions as they can, leading to more participation and completion of tasks.


Leaderboard


Students can view the class leaderboard by clicking on their points in the header. The class leaderboard displays the student's rank and their surrounding classmates. Students can view the podium (top 5 students), and they can also view last week's leaderboard. Students will also receive a notification when they rank up at the end of a task.


The goal of the leaderboard is to introduce some class competition to encourage students to practice more questions.


Tug of war


Tug of War is a game that teachers can run during the classroom period to make a task more fun.

How to setup a Tug of War game:

  1. Assign a custom task (suggestion: to make it more fun, pick no more than 20 questions that are easy and quick to answer)

  2. Go to Class reports → Tasks and click on the task name.

  3. In the Task Report, find the option "Start class game".

  4. Review the team allocation, moving or removing students as needed.

  5. Ask all students to start the task.

  6. Select "Start". (Students who begin the task early won't earn points until the teacher clicks "Start.")

  7. Ask students to start answering questions.

  8. The game will end either when the timer runs out (choose from 30s, 1m, 2m, 3m, 5m, 10m, or 15m) or when all students have answered all questions.

  9. Watch out for the winning team!


Recognition stickers


Teachers can send stickers and notes to students to recognise them. To do so, find the sticker icon next to each student's name in the Activity report.

Once sent, students will see the sticker on their dashboard when they login.


Shop


A fun, student-friendly way to personalise the learning experience.

The Shop gives students a sense of ownership over their learning environment. By earning coins through tasks, challenges, and daily milestones, students can unlock items that bring personality to their dashboard. It’s a simple way to make learning feel more like theirs.


How it works

Students earn coins by:

  • Completing tasks
  • Reaching daily or weekly challenge goals
  • Earning rewards like "First correct answer of the day"
  • Spinning the Wheel

They can then visit the Shop to redeem their coins for customisation items in three categories:

  • Accessories
    Students with Custom Milo enabled can add small accessories to their dashboard companion, Milo.

  • Backgrounds
    Students can choose from a range of dashboard backgrounds to reflect their style, updated via the theme picker.

  • Avatars
    Used across the platform, avatars can be updated during onboarding or anytime from the avatar settings page.

Note: Avatars and Backgrounds will soon be available to all students.

 


Daily and Weekly challenges


Students can view daily and weekly challenges by clicking on the treasure chest tab on their dashboard.

Daily challenges are small tasks all students can do to earn extra points, for example: requesting hints or completing a practice task. When students complete at least 3 daily challenges in a week, they can earn extra points.

The goal of the challenges is to encourage students to return daily to do their maths practice.


Monthly class expedition


Students can view a monthly class expedition by clicking on the world tab on their dashboard.

The monthly expedition is a collaborative challenge where the class is working together to reach a target amount of points before the end of the month in order to unlock a reward. The reward is a themed background and Milo custom accessory.

The goal of the monthly expedition is to encourage collaboration in the classroom by getting everyone involved in achieving a common goal.


Spin the Wheel

A daily reason to log in and stay curious.

Spin the Wheel is Mathspace’s light-touch daily incentive feature. Once a day, students can spin a digital wheel to win a random number of coins no tasks required, just by logging in.

It’s a simple way to reward presence, build routine, and add a moment of delight to the learning experience.

How it works

  • Appears once per day on the student dashboard
  • One spin per day, no cost to play
  • Coins awarded based on chance
  • Coins go straight to the student’s balance for use in the Shop

No two spins are the same, but every spin rewards showing up.


Personal Best 

The Personal Best header sits at the top of every student’s dashboard, tracking their weekly points and encouraging them to beat their own high score from earlier in the semester. It’s a small shift in focus that makes a big impact, students aren’t chasing perfection, they’re aiming to do a little better each week.

How it works

  • Shows a horizontal progress bar comparing current points to semester best
  • Animated feedback appears when the personal best is beaten with colours, confetti, and coins!
  • Milo cheers students on, complete with any accessories they’ve unlocked
  • Personal best resets every January 1 and July 1 to keep goals achievable

The reward for breaking a personal best? Coins, celebration, and confidence.