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Lasse Leponiemi

Chairman, The HundrED Foundation
first.last@hundred.org

ProfZoro

place Morocco

The classroom strategy game where students motivate each other to learn

Learning fails when it feels meaningless. ProfZoro turns every lesson into a strategy game — students earn coins, win prizes, and compete in teams. When one student misbehaves, teammates stop them. When one excels, teammates celebrate. Students manage themselves.

Overview

Information on this page is provided by the innovator and has not been evaluated by HundrED.

Updated March 2026

2026

Established

1

Countries
Teachers
Target group
I want to live in a world where no teacher spends their energy fighting for attention — and no student believes that learning is punishment. ProfZoro is built on a truth that psychology confirms: positive reinforcement is more powerful than punishment. When I reward the focused student publicly, the disruptive one does not feel punished — they feel left out of something good. That feeling drives change faster than any warning ever could. I want classrooms where students arrive with strategies — thinking about who should answer, who should protect the team, who deserves to choose next week's teams. Where the weakest student discovers they are capable, because the game gave them a reason to pay attention for the first time. I want ProfZoro to prove with real data that engagement is not a luxury in education — it is the foundation. When a student who struggles with reading and writing answers every question correctly in French class simply because he was finally paying attention — that is what happens when school speaks the student's language. My dream is to scale ProfZoro across Morocco and the Arab world, reaching classrooms where teachers are exhausted and students are disengaged — and showing both that one small shift in how we distribute attention can transform everything.

About the innovation

Why did you create this innovation?

As a primary school teacher in Morocco, I taught the most behaviorally challenging class of my career. Traditional methods — warnings, punishments, rewards — changed nothing permanently.

I realized the problem was never the students. Learning felt pointless to them. But games held their attention for hours. So I asked: what if the classroom felt like a game?

I built ProfZoro — where every correct answer, good behavior, and participation earns coins and points. But the real innovation is not the points. It is how I distribute them.

Instead of punishing the disruptive student, I publicly reward the focused one sitting next to them. The disruptive student thinks "I want those points too." This shift — from punishment to visible reward — triggers a natural desire to belong to the winning side.

Within weeks, a student ranked last in class — who struggles with reading and writing — was answering every French question correctly. Not because he became stronger academically. Because for the first time, he was truly paying attention.

What does your innovation look like in practice?

ProfZoro runs on a local server with no internet required. The teacher uses a smartphone as a remote while moving freely around the classroom.

Students are in weekly rotating teams. Every point earned or lost by one student affects their entire team. This creates three effects:

— Teammates motivate each other to participate because team success depends on everyone.
— Teammates calm the disruptive student because misbehavior costs the whole team points.
— The disruptive student feels personal responsibility toward teammates and begins taking learning seriously.

Strategic prizes appear dramatically on screen: Point Doubling, Immunity, Seat Change, Point Duel, and a Weekly Monster Challenge. Students develop real strategies — deciding which teammate should answer based on who holds which prize.

A noise radar deducts collective points when the classroom is too loud. A behavior card system with a punishment wheel handles repeated misbehavior. Students spend coins on 3D characters, vehicles, and rare collectibles they compete over. At the end of each week, a ceremony rewards the top 3 students who then choose their own teams for the following week.

How has it been spreading?

ProfZoro was built and first tested two months ago in a 6th grade classroom in Morocco with 21 students aged 9 to 12 — the most behaviorally challenging class I had ever encountered.

Results began from the first session. The moment the first point appeared on screen, students began self-regulating immediately. The effect grows stronger over time because the system continuously renews: new characters, new prizes, new weekly challenges. A student who owns a common character sees a rare one and wants it. Motivation never plateaus.

Current behavioral scores across all 21 students: between 8 and 10 out of 10.

The next phase is expanding to other teachers in the same school, then neighboring schools, while collecting structured data on behavioral and academic outcomes. Over the next 2 to 3 years, the goal is a cloud-based platform accessible to teachers across Morocco and the Arab world, with multilingual support and a teacher analytics dashboard.

If I want to try it, what should I do?

Contact the creator directly at zakariaourrou97@gmail.com. Available as a local server setup. Install the system on any device, create student profiles, and begin adding points from day one. Full onboarding support provided by the creator.

Implementation steps

Install the local server
Install ProfZoro on any laptop or desktop. No internet needed. The system runs locally and displays on a computer or projector.
Create student profiles
Add each student's name and photo.
Introduce the system to students
Show students how points work, how teams are affected by each member, what prizes exist, and how coins are spent in the store. Students understand immediately.
Teach normally — let the system work
Use your smartphone as a remote. Award or deduct points in real time during your normal lesson. Do not change how you teach — ProfZoro transforms the environment around you.
Hold the end-of-week ceremony
Announce the top 3 in behavior, participation, and team ranking. Award badges publicly. Let the top 3 choose their teams for the following week.