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Set up a private classroom event

Use this quickstart for a class, workshop cohort, internal training group, or society session where you want controlled access instead of a public event.

1. Choose the privacy model

Pick the access type before sharing links:

Access typeUse it when
Invite OnlyLearners should join through invites, a shared event link, a QR code, or a shared join access code.
Organisation OnlyLearners must belong to your organisation before they can join.
WorkshopYou want lightweight link-based play and do not need the normal signed-in registration flow.

For most classroom events, Invite Only is the easiest starting point.

2. Create the world

  1. Sign in to the Customer Portal.
  2. Select the organisation that owns the class or programme.
  3. Open Worlds and click Create world.
  4. Click View details on the new world.

Check the organisation plan and per-world user limit before inviting a cohort.

3. Configure Settings

Open Settings and set:

  • Registration Period: when learners can join.
  • Event Period: when the map is playable.
  • Access Type: usually Invite Only for a private class.
  • Join access code: optional for Invite Only events when you want one shared code.
  • Team size limit: set this before learners register.
  • Homepage: include class rules, schedule, support channel, and what students should do if they get stuck.
  • Scoreboard: decide whether rankings should be visible during class, hidden, or anonymous.

Save changes before sharing the event.

4. Decide how teams should work

For individual practice, set the team size limit to 1.

For group work:

  1. Open Teams.
  2. Pre-create teams if you want assigned groups.
  3. Copy each team invite code.
  4. Share each code only with the learners who should join that team.

If you let learners create their own teams, explain the team size limit and whether team names should follow a class naming pattern.

5. Invite learners

Use one of these patterns:

  • Shared event link + join access code: good for a class call, LMS page, or workshop slide.
  • Personal invites from Users: good when you want email-based access for named learners.
  • Organisation membership: good for internal cohorts that already belong to the organisation.

Be clear about which code is which:

  • Event access code: lets a learner register for the private event.
  • Team invite code: puts a learner into a specific team.

6. Build the classroom challenge flow

In Enter control panel:

  1. Create beginner-friendly categories.
  2. Add a warm-up challenge that everyone can solve first.
  3. Import or create the main challenges.
  4. Use Progression Editor if you want modules, prerequisite paths, or one-of-many tracks.
  5. Schedule announcements for start, breaks, final warning, and wrap-up.

For teaching, avoid hiding the first useful challenge behind too many rules. Learners should reach a real task quickly.

7. Test the student experience

Before class:

  • Register with a test learner account.
  • Enter the event access code if you set one.
  • Create or join a team.
  • Open the map.
  • Solve the warm-up challenge.
  • Confirm the scoreboard behaves the way you expect.
  • Check locked challenges, progression, and timebombs from a player account.

8. During class

  • Keep Dashboard open to watch active users and teams.
  • Use Announcements for instructions everyone needs.
  • Use Logs for score disputes or manual score adjustments.
  • Keep team invite codes handy for learners who join late or entered the wrong team.