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.