For grown-ups

KeeperDojo is for a teenager who will run a short adventure for three to five younger children, ages six to eight, at a club, library or aftercare table. The teen's phone is the keeper's screen. It shows what to read aloud, what to do next, a puzzle, three nudges from small to big, and the answer behind a tap.

The children get jobs, not characters: the Mapper picks the way, the Counter does the sums, the Reader reads the clues, and the Asker asks the keeper yes-or-no questions. The crew wins together; nobody is scored. The puzzles are the kinds our six-to-eight apps teach: codes, fair swaps, leaf grids, counting and yes-or-no clues. Every answer in the app is checked by code.

Nothing about a child is typed or saved. The only thing kept is the keeper's own volunteer-hours log, on their device, shared with MentorDojo, Docent mode and table mode. A good first rung is MentorDojo's table mode, which teaches running a table of five.

What it never does

  • No accounts, no ads, no tracking — anything kept stays on this device.
  • No streaks, timers to beat, points to chase or leaderboards.
  • No chat, and nothing anyone types is sent anywhere.

We describe what KeeperDojo is designed to practise. We do not claim it raises test scores.

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