Hippotenus

Feature

Gamification

A daily habit that's not studying, but still pays off.

Last updated: August 17, 2026

Hippotenus mascot

Non-academic but useful: a daily habit layer that brings students back to the platform every day. The student menu carries 13 cognitive mini-games: Speed Round, Four Operations, Logic, Sudoku, Stroop Test, Attention Test (N-Back), Sequence Memory, Math Tower, Focus Flow, Go / No-Go, Card Sort, Tower of Hanoi and Tangram. They were designed together with school Guidance and Psychological Counseling (PDR) specialists, so a student's attention, inhibition, working memory, and logic/problem-solving can be gauged through play. Every session is logged individually, and the student's single gamification profile updates its XP, level, and current streak from those logs. A leaderboard is kept per game and ranks only within the student's own institution.

Live preview

Live DemoThrough the student's eyes

A small, standalone version of the app's 'Games' section. All 13 games in the product are listed; 3 of them are genuinely playable here. Scoring, XP and level logic match the real product.

app.hippotenus.com/oyunlar

Games · 13 games

Level 1

Speed Round

Speed

Logic

Logic

Sudoku

Puzzle

Attention Test (N-Back)

Working memory

Math Tower

Maths

Focus Flow

Focus

Go / No-Go

Inhibition

Card Sort

Cognitive flexibility

Tower of Hanoi

Planning

Tangram

Spatial

The card count matches the product: the student menu carries 13 games. 3 of them are playable in this demo; the rest show the remaining inventory.

Real product screenshot
The Games screen in the product listing 13 game cards
The full game list in the student menu — the card count in the demo comes from here.

In the real product: all 13 cognitive games, a separate log for every session, an XP/level/streak profile and an in-school leaderboard for each game.

How it works

  1. Pick a game and play

    The student chooses from 13 mini-games. Most carry easy/medium/hard tiers; Math Tower and Focus Flow instead adapt themselves to the student's pace.

  2. Detailed performance logging

    Every game session is logged individually: which game was played, the score, number of questions answered and answered correctly, duration, the streak at that moment, and the accuracy percentage.

  3. XP, level and streak update

    The student's single gamification profile automatically updates its XP, level, and current streak from these logs; the XP earned and the level bar appear on the result screen the moment a round ends.

  4. In-school leaderboard

    A leaderboard is kept per game, ranks only within the student's own institution, and awards a Novice, Master, or Legendary rank based on score.

What it offers each role

Student

Plays 13 mini-games, earns XP and streaks from every session, levels up, and takes a place on their institution's leaderboard.

  • 13 cognitive mini-games in the student menu: Speed Round, Four Operations, Logic, Sudoku, Stroop Test, Attention Test (N-Back), Sequence Memory, Math Tower, Focus Flow, Go / No-Go, Card Sort, Tower of Hanoi and Tangram.
  • The games were designed together with school Guidance and Psychological Counseling (PDR) specialists to gauge a student's different cognitive skills, like attention, inhibition, working memory, and logic/problem-solving.
  • Stroop Test, Go / No-Go, and Card Sort are gamified adaptations of clinical attention-inhibition and cognitive-flexibility tasks.
  • Every game session is logged individually, including game type, score, questions answered/correct, duration, streak at the time, and accuracy percentage.
  • A single gamification profile tracks XP, level, and current streak in one place, and the XP earned shows up at the end of every round.
  • A leaderboard is kept per game, awarding Novice, Master, and Legendary ranks by score.
  • Leaderboards are scoped per institution; students compete within their own school, not on a single mixed global leaderboard.
  • Math Tower and Focus Flow adjust their difficulty on their own, following the student's correct/incorrect pace.
  • The games module is designed as student-only in the navigation; teachers and admins don't use it as a tool for their own work.

Frequently asked questions

The student menu carries 13 cognitive mini-games: Speed Round, Four Operations, Logic, Sudoku, Stroop Test, Attention Test (N-Back), Sequence Memory, Math Tower, Focus Flow, Go / No-Go, Card Sort, Tower of Hanoi and Tangram. Each one trains attention, inhibition, working memory, logic/problem-solving, or focus.

A daily habit that's not studying, but still pays off.

Gamification: Build Study Habits With XP and Leaderboards | Hippotenus