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Documentation Index

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EduPets is a browser-based educational platform built specifically for primary-school children. It wraps arithmetic practice inside a virtual pet care game, turning what can often feel like a chore into something children genuinely want to do. The more a child engages with the exercises, the healthier and happier their pet becomes — creating a simple, powerful feedback loop between effort and reward.

The idea

Children naturally feel responsible for the things they care for. EduPets harnesses that instinct by tying a virtual pet’s wellbeing directly to academic performance. The pet has three vital stats — food, sleep, and happiness — that decay gradually over time. When the pet is hungry or tired, the child cannot simply tap a button to fix it; they must first complete a math exercise to earn the recovery. Every correct answer has a visible consequence: the stat bar fills back up, and the pet looks content again. The motivation to care for the pet becomes the motivation to practice math.

Educational goals

  • Reinforce mental arithmetic across all four core operations: addition, subtraction, multiplication, and division.
  • Build daily learning habits through the gentle time-pressure of decaying pet stats — children have a natural reason to return each day.
  • Provide immediate feedback on every answer (correct or incorrect) inside a low-stakes environment; a lives system lets students make mistakes without penalty to their progress.
  • Make abstract math tangible through visual rewards — stat bars that visibly fill up give children a concrete, satisfying representation of their effort.

Target audience

EduPets is designed for primary-school students aged 6–12. Sessions are self-directed: no teacher supervision is required for day-to-day use, making it equally suitable for classroom time and independent practice at home. Because it runs entirely in the browser, it is accessible from any device — desktop, laptop, or tablet — without installation.

How the learning loop works

1

Pet stats begin to drain

Food, sleep, and happiness all decay automatically at approximately 6 points per minute, creating an ongoing sense of responsibility for the child.
2

A task is assigned

When a stat drops low, the platform assigns the child a task linked to that stat — for example, “complete a multiplication exercise to earn food.”
3

Student completes the exercise

The child navigates to the matching exercise page and works through 10 questions for the relevant operation.
4

Stat is boosted on success

After finishing the exercise successfully, the linked stat is boosted by 20 points, rewarding the effort with an immediate, visible recovery.

Platform overview

Virtual Pet

Pet stats and the task/reward system that drive the learning loop.

Math Exercises

Four operations with 10 questions each, covering addition, subtraction, multiplication, and division.

Exams

Mixed 5-question exams that draw from all four operations to test broader fluency.

Store

Cosmetic items children can unlock to personalise their pet and express themselves.

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