๐ Engagement & business value
How the gamified layer is performing across all branches โ and why it pays off for the centre.
Active learners (week)178โฒ 14 vs last week
Avg XP / learner312โฒ 9%
Focus minutes8,420โฒ 18%
Parent dashboard views74%โฒ 6%
๐ Engagement funnel
Last 30 days
96%Logged in
81%Quiz / Lvl
71%Focus Room
64%Revision
46%Battle
88%Class Challenge
33%Reward redeem
Class Challenge has the highest reach because it runs inside tuition class. Focus Room is climbing โ students are starting to study together unprompted.
๐ซ Class engagement comparison
By class
| Class | Students | Avg XP | Focus % | Battle % | Class Challenge |
๐ Top improving students
Most Improved board
๐ช Reward economy
Redemption mix
๐๏ธ Stationery vouchers
42
Issued this month ยท RM 420 total
โฑ Tutor boosters
18
Used as 15-min tutor mini-sessions
๐ซ Priority pass
29
Increases student-tutor interaction
Reward demand is balanced โ no single item is being farmed. Wildcard tokens are most rare (epic-only).
Business value
Retention impact
- Re-enrolment rate 91% โฒ 6%
- Avg attendance 94% โฒ 2%
- Parent NPS +62 โฒ 14
- Tutor satisfaction 4.6 / 5
๐ฅ Centre-wide weak topics
Helps the Principal decide which topics need extra weekly clinics.
๐ข Branches
From your tuition system
- ๐ KL Damansara 178 active
- ๐ Subang Jaya 142 active
- ๐ Penang Georgetown 98 active
๐ณ Linked tuition data
- ๐งพ Monthly invoices issued 412
- โ
Payments verified 394 / 412
- ๐ Avg fee per student RM 360
- ๐ Activity log entries 2,184 today
๐ฏ Why this matters
Engagement moves the needle on retention. Centres using gamified focus rooms see ~12-18% lower drop-off in months 3-6 of enrolment compared to centres that don't.