Negative behaviors, Hearts, and pledges

On one hand, Experience Points promote positive behaviors in your class; on the other, Hearts help you discourage behaviors that your students shouldn’t have. When you see a student misbehave, you can remove a bit of Hearts from their characters to discourage their behavior without immediately punishing them.

Let’s see how it works! Learn about:


Because Hearts and related mechanics can be a little overwhelming, it’s not unlocked before the Mastery phase. Consider it as a student’s protection from consequences for their behavior. When you see a negative behavior, you’ll remove a little bit of Hearts from a character, but rarely all of their Hearts at once. If students repeatedly display negative behaviors, they’ll lose more Hearts. When they're completely depleted, they’ll have a consequence called a pledge.

But before this happens, students may course-correct and adjust their behavior. Their team may also save their teammate from receiving a pledge. Either way, it gives students the opportunity to make a mistake, learn from it, and grow.

Character classes and Hearts

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In the Mastery phase, you unlock Hearts. Each student has a certain amount of Hearts depending on their character class.

  • Guardian: heart.png heart.png heart.png heart.png heart.png heart.png heart.png heart.png heart.png heart.png heart.png heart.png heart.png heart.png heart.png
  • Healer: heart.png heart.png heart.png heart.png heart.png heart.png heart.png heart.png heart.png heart.png
  • Mage: heart.png heart.png heart.png heart.png heart.png heart.png

As you can see, Guardians have the most Hearts, which makes them a good pick for students who misbehave often. Mages have the least Hearts and can misbehave less often before they fall.

To offset this, Guardians can have fewer Crystals and use their powers less often than Healers or Mages, who have the most Crystals. Learn more about Crystals and powers here.

Negative behaviors

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Use negative behaviors to discourage your students from behaving a certain way in your class. While a student may lose some Hearts for a single behavior, they won’t suffer any consequences unless they repeatedly display poor behavior or their team doesn’t collaborate well.

Selecting and reviewing negative behaviors

When you start the Mastery phase, you’ll be invited to select or review negative behaviors that you want to discourage in your class. Initially, you’ll only have access to a handful of behaviors but eventually will be able to add more.

Let’s see how the setup works!

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If you have an individual license, you’ll get to select behaviors from a list we already curated for you. You’ll naturally be guided through this step as part of the progression. Here’s how to do so manually:

  1. Click on your class progression bar on the Class Dashboard
  2. Click on Select negative behaviors and pledges
  3. Read the tutorial and click Continue
  4. If you haven't already, select skills you want to work on with your students this year and click Review behaviors
  5. Remove any behaviors you don't want to use but keep at least one
  6. Click Review pledges
  7. Complete pledges tutorial and click Done

You can then go to your class settings to review, edit, or remove these behaviors. You can even add entirely new and customized behaviors!


If you’re part of a school license, as part of the tutorial, you’ll be asked to review the behaviors selected by your school. For you, behaviors are selected by your administrators and depend on the students’ grades.

When following the steps above, you won’t have the opportunity to select behaviors, only review what your school has set up for you.

You can still go into your class setting to create custom behaviors, but you won’t be able to edit or delete behaviors provided by your school.

Using negative behaviors

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When you notice a negative behavior, you can remove Hearts from one or more student’s characters. You can do so ...

From the students list

You can remove Hearts for a single student’s or multiple students’ behavior at a time directly from the Class Dashboard.

Single student

  1. Hover your mouse over a student’s icon
  2. Click the red - button
  3. Select a behavior from the list or Quick penalty for a custom entry

Several students

  1. Click Select multiple
  2. Click on the icons of each student you want to remove points from
  3. Click Remove Hearts
  4. Select a behavior from the list or Quick penalty for a custom entry

From the teams list

  1. To view the team list, click on the list icon (menu.png) in the top navigation
  2. To select multiple students check the checkbox in the first column OR select a whole team by clicking the checkmark in the top row
  3. Click Remove Hearts
  4. Select a behavior from the list or Quick penalty for a custom entry

From the profile view

  1. Hover a student’s icon and click View profile
  2. Click the (-) button on their profile
  3. Select a behavior from the list or Quick penalty for a custom entry

If you see a behavior that’s not on your list and want to remove Hearts for it on the go, select Quick penalty on the behavior list. Enter a description and a value and voilà! To add a behavior to your list, go to your class settings and check out the behaviors section.

Hot tip!

Students only have up to 16 heart.png . What's more, Mages only have 6 heart.png! Try to keep your behaviors value between 1 heart.png for something mild to 5 heart.png for something very disruptive.

Tiers 2 & 3 intervention

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Your school may have created Tiers 2 & 3 behaviors for you to use. Tier 2 behaviors are assigned to groups of students through a tag, which is managed by the school administration. Tier 3 behaviors are assigned to single, specific students for individualized intervention.

When viewing the negative behaviors list for a single student or students with shared Tiers 2 behaviors, enable the multi-tier toggle in the top right corner. If the toggle is not present, this means your student doesn’t have Tier 2 & 3 behavior assigned to them or your students don’t share a single Tier 2 behavior.

Make sure your screen is not visible to the classroom when you do this to protect your student’s confidentiality. Use these behaviors as you would any others and when you’re done, change the toggle to return to the normal view.

Other ways to lose Hearts

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Students can lose Hearts for other things than their negative behaviors. Keep in mind that for most of these cases, Hearts are optional and the tools can function normally with Experience Points and Gold Pieces!

  • Protect powers: When a student uses one of the Protect powers, they’ll use their Crystals but also lose a little bit of Hearts.
  • Formative Reviews: Boss Battles are designed around Hearts. As they answer questions correctly, students will deal damage to the boss. If their answer is incorrect, the boss will cause students to lose Hearts (even whole teams if you play with them!)
  • Volume Meter: You can add a setting where students lose a little bit of Hearts every time they’re too loud. This is optional.
  • Random Events: You can create Random Events that give or remove Hearts. This is optional.
  • Grade Converter: By editing your game rules, you can make it so that students will lose Hearts for every five points below the passing grade. This is optional.

Powers and Hearts

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Game-based powers can have an effect on characters’ Hearts. Some powers enable students to regain some lost heart.png, while others enable them to prevent the loss altogether. Make sure you familiarize yourself with these powers before moving on to the Mastery phase with your students.

Because they affect Hearts, these powers are great collaboration tools that ensure teams work together to succeed as a group.

Powers that regenerate Hearts:

  • First Aid: This level 9 Guardian power regenerates 1 heart.png plus 1 heart.png for every 5 levels, but only for the Guardian who uses it. This is not a collaborative power!
  • Heal 1: This level 2 Healer power regenerates 2 heart.png to one of the Healer’s teammates. When used on another student, this is a collaborative power.
  • Heal 2: This level 17 Healer power regenerates 5 heart.png to one of the Healer’s teammates. When used on another student, this is a collaborative power.
  • Heal 3: This level 29 Healer power regenerates 9 heart.png to one of the Healer’s teammates. When used on another student, this is a collaborative power.
  • Healing Circle: This level 23 Healer power regenerates 3 heart.png to all of the Healer’s teammates. This is a collaborative power.

Powers that prevent damage:

  • Protect 1: This level 2 Guardian power prevents the loss of 2 heart.png from a teammate, but the Guardian takes up to three-quarters of the damage. This is a collaborative power.
  • Protect 2: This level 17 Guardian power prevents the loss of 4 heart.png from a teammate, but the Guardian takes up to two-thirds of the damage. This is a collaborative power.
  • Protect 3: This level 29 Guardian power prevents the loss of 6 heart.png from a teammate, but the Guardian takes up to half of the damage. This is a collaborative power.
  • Psionic Shield: This level 9 Mage power prevents the Mage who uses it from losing 1 heart.png.

Automatic regeneration

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Students may automatically regain their energy overnight. Check your class settings to view how many Hearts your students will regenerate every day.

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If you have an individual license, you can set regeneration rates manually in your class settings. With school licenses, administrators manage this setting.

Delayed damage

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When a student loses Hearts, you can decide how to handle the damage. Three things can be done here:

  • Students can help one another by using powers like Protect
  • You can apply damage now
  • You can send damage to the delayed damage queue and revisit it later

If students view a power that affects delayed damage, they can click on the Delayed damage queue button to access the queue automatically or click on the hourglass icon in the upper right corner of their dashboard. A green circle indicates that there’s new damage!

If students completely negate the damage using their powers, the entry will be automatically removed from the queue.

While damage is still in the queue, you can go to your Activity Center to cancel any damage. To do so, click on the ... icon on the right side of the entry and select Cancel damage.

It may be a good idea to set a time in the day where you deal with the damage. Doing so with all your students can be a great way to promote collaboration!

Tip: Want all damage to go directly in the damage queue? Enable the Always delay damage option in your class settings, under Interface.

Falling & pledges

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If a student runs out of Hearts and is not healed by their teammates, they fall. When this happens, they’ll receive a random pledge (or consequence) that they must fulfill. When you first reach the Mastery phase and set up your negative behaviors, you’ll also select or review a handful of pledges, but you can add customized pledges in your class settings.


When a student falls, every student on the team will also lose a little bit of Hearts (you can set the value in your class settings if you have an individual license). If another student’s Hearts are already low when this happens, this may create a cascade effect, which makes cooperation within the team super important!

To keep everyone safe, teams should be proactive about using their powers to keep their Hearts and Crystals high at all times.

You can view which students fell and complete their pledge:

  • Open your Notifications (either in your Activity Center or by clicking on the bell icon beside your profile)
  • Scroll down to the Pledges section
  • Click the button to open the submenu
  • Select Mark off as complete to indicate your student fulfilled their pledge

Beyond healing or protective powers, several powers can help out students when they’re about to fall:

  • Restoration: This level 9 Healer power prevents another student from falling and any consequences that would happen (such as receiving a pledge or teammates losing Hearts).
  • Altered Destiny: This level 17 Mage power enables a student to get a different random pledge from the list.

With Hearts and pledges, there's a shift from the teacher checking student behaviors to students doing it themselves. Therefore, students will take ownership of their behavior much more readily.