THE FIXES PROGRAM™Fix the system. Not the kids.
Teacher-facing · routine practice · Grades 1–8

THE CLEAN REP GAMES™

Nine event skins. One classroom system. Students do the real routine first; the screen turns a clean rep into a sports-style payoff, personal best, class score and season story.

9 eventsDaily Rep · 2 minPersonal bestsClass scoreNo student accounts
The Clean Rep Games cover showing a choice of classroom sports events
How the system works

The game is the payoff. The routine is the point.

1. Pick the routine

Line up, clean up, get ready, move spaces, materials away, enter the room, or name a custom routine.

2. Run a Clean Rep

The teacher checks Safe · Complete · Ready. A reset rep is practice, not a penalty.

3. Let the event tell the story

Clean performance drives the event result, personal bests, class score and season progress.

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The event library

Nine reasons to come back.

Each event changes the visual payoff without changing the classroom system underneath it. That gives teachers variety without reteaching how the tool works.

EVENT 01

Diving

A clean rep becomes a cinematic dive. Teams improve against their own routine benchmark, so better classroom execution produces a stronger performance.

Teacher event guide →
EVENT 02

100 m Sprint

Every team can race while the class performs the routine. A clean, faster rep becomes a faster sprint to the line.

Teacher event guide →
EVENT 03

Ski Jump

Improvement earns distance. A cleaner, faster routine sends the jumper farther and makes the personal-best chase visible.

Teacher event guide →
EVENT 04

Rowing

The routine drives a boat race with rhythm and visible pace. Clean execution is what moves the shell forward.

Teacher event guide →
EVENT 05

BMX

A fast, clean classroom rep becomes a BMX run with pumping, jumps and a finish-line result.

Teacher event guide →
EVENT 06

Swimming

Clean routine timing converts into a 50 m swim performance with a clear race clock and personal-best context.

Teacher event guide →
EVENT 07

Speed Skating

A clean classroom rep becomes a speed-skating performance where consistency and pace are easy to see.

Teacher event guide →
EVENT 08

4×100 Relay

Four visual runners carry the result through a relay, making teamwork and handoffs part of the spectacle.

Teacher event guide →
EVENT 09

Archery

Archery is not a race. Teams try to land a clean rep as close as possible to a target time, so early and late both drift off centre.

Teacher event guide →
Repeat use

Use the two-minute version on ordinary days.

Daily Rep is the retention engine. The class can run one routine, earn one clean rep, and update progress without turning every use into a full meet. Save the longer championship feel for resets, celebrations, or days when the class needs a bigger reason to practise a routine again.

Commercial boundary: this teacher page can carry advertising. The launched classroom screen at /run/clean-rep-games/ contains no AdSense, payment prompt or student account flow.

Good fits

Line-up practice · cleanup · materials away · entering the room · moving spaces · getting ready · custom routines.

The design rule underneath the games

Reward the rep. Do not rank the child.

The Clean Rep Games are built around a simple boundary: the class completes a real routine before the sports result appears. The screen can make practice feel bigger, but it does not decide who is a “good” or “bad” student. Personal bests describe a performance. Class points describe accumulated clean practice. A reset means the rep needs another try.

That distinction matters for repeat use. If a classroom game becomes a public behaviour leaderboard, the same students can end up carrying the same labels from one day to the next. Clean Rep keeps the competition attached to the routine and the next attempt. The interesting question becomes “Can we run this more cleanly?” rather than “Who caused us to lose?”

Read the Field Note: When classroom games should reward the rep, not the child.