DailyBean
LQ: 9.6
Recommended Age: 4+
Skills Used: Self-Awareness, Self-Control, Reading, Writing
Habitica is a habit tracker with a fun old school RPG element. Students create an avatar and then level them up by completing positive behavior tasks. Students also add negative behavior tasks to their list. The avatar can gain levels or lose health depending on which actions the student completes.
When the avatar levels up they earn coins which the student can spend outfitting their character with animal familiars, weapons, armor etc. Or they can custom create rewards (ex: 1 hour video game time) and spend their coins on that. Students can join with other students and form parties that go on quests to earn more coins and experience.
Because of the reading and writing required to use this app, Habitica may not be developmentally appropriate for younger students who cannot read and write.
Self Awareness: Understanding our own actions, thoughts and feelings.
Part of exercising self-control is to be aware of our actions. Habitica tracks both good and bad behaviors and students can see how their actions have affected their avatar's level and health. Over time, students will make the connection between their actions not only affecting the avatar and their real-life productivity and attitude.
Self-Control: Managing our actions, feelings and behaviors.
Habitica has a built-in reward system and students can use this to encourage good behavior. For example, students can trade in points from good habits for time playing video games, hanging out with friends, etc. In contrast, the student’s avatar loses health based on bad behaviors which will encourage the student to exercise self-control. Because of the gamified nature of the app, self-control practice is a lot more fun!
All membership plans come with full access to our entire suite of tools learning guides, and resources. Here are a few of the ones we think you’ll like the most: