Timeback uses XP as a shared unit across apps. XP exists because education software usually forces a false choice: track time (which measures presence, not learning) or track accuracy (which ignores how much work was done). XP combines effort with proof.
The core specification
1 XP = 1 minute of focused learning.
| Concept | Definition |
|---|
| Expected XP | How long a focused student should take (content-level constant) |
| Awarded XP | What the student earns based on verified learning and effort quality |
This is one of the core ways Timeback makes apps comparable: time-to-mastery is a legitimate metric only when the unit is consistent.
XP outcomes
| Outcome | Effort quality | XP result |
|---|
| Mastered | Focused | Full XP |
| Perfect (first attempt) | Focused | Bonus XP |
| Not mastered | Focused | 0 XP |
| Mastered | Wasteful | Partial XP |
| Any | Gaming/cheating | Negative XP |
No XP is awarded below 80% accuracy. XP must represent verified learning, not passive time.