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Model

Reward

What kids work for. Gems earned per task, spent on parent-defined rewards. The loop that makes habits stick.

The reward is what kids work for. Gems earned for completing tasks; gems spent on parent-defined rewards or to unlock screen-time. The loop is what makes any habit framework stick: the kid sees a path from doing the thing to getting something they want.

Where you'll see this

In the wild: Tip gems (Build) ยท Screen-time

Shape

Two parts: the gem economy (numbers) and the reward catalog (what they buy).

A worked example

The two ways gems land. Auto-awarded via task.create:

Shell
task.create({
name: "Math drill",
assignChildIds: ["<childId>"],
runMode: "canvas",
canvasSpec: { canvasId: "<canvas>" },
assignmentSkillId: "<skill>",
scheduleSpec: { taskType: "onetime", oneTimeDate: "2026-05-25" },
rewardSpec: { gems: 10 }
})

Or manually adjusted for one-off moments:

Shell
gems.adjust({
childId: "<childId>",
delta: 5,
reason: "Helped grandma with groceries"
})
# Confirm with parent before any delta > 20 (positive or negative).

When to use it

Tag gems on every task that takes real effort. Even a small reward (3 gems for a daily check-in) keeps the loop alive. Reserve gems.adjust for one-off moments (bonus for outsized effort, deduction for a missed agreement); confirm with the parent before large positive or negative deltas.

Use the reward catalog to make the gem economy concrete. A balance without a redemption path stops mattering to the kid; even one or two visible rewards make the gems feel real.

Common errors

Related tools

Roadmap for this noun

Tip gems Screen-time Task

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