A points store works best when it gives students something to reach for right now and something worth dreaming about. This article introduces two reward tiers — Spendables and Saveables — explains the logic behind each, and includes a curated list of low-to-no-cost ideas for both. Use this as a reference when building or refreshing your points store.
In this article:
Saving and Spending Points: What kind of rewards should be in your points store, and why a two-tier store is worth creating.
Example Points Store Item Lists: Low or no-cost ideas for items that can exist in your points store.
How to price your rewards: Simple guidance on where to start setting your item costs.
Saving and Spending Points
A store stocked only with big, expensive rewards can stall. Students who can't reach anything in two to four weeks may disengage before the habit forms. A store stocked only with small rewards may lose its engagement once students have redeemed the small items they are interested in. The solution is a two-tier store, built around two distinct behaviors - saving and spending. Schools that see the most consistent engagement stock both tiers intentionally.
Spendables: low effort, instant reward
Spendables are low-cost, high-frequency rewards that a student can earn in two to four weeks of consistent positive behavior. They do two things:
Create a fast feedback loop. The connection between behavior and reward feels real and immediate when students can actually reach it.
Keep everyone in the game. Every student (not just top earners) can reach a Spendable. That matters for equity and for early momentum.
When a student redeems a Spendable, they don't stop engaging — they reset their short-term goal. The store stays relevant because there's always a next win within reach.
Saveables: big goals worth working toward
Saveables are high-cost, low-frequency rewards that students save toward over two to four months. They work differently from Spendables — they're aspirational, often social, and carry a level of status or novelty that creates visible culture around recognition or a monetary cost.
When a student earns the "Great Commute" and gets chauffeured to class in a golf cart, or pies a willing staff member at an assembly, everyone notices. That visibility is the point. The most powerful Saveables often cost nothing.
Example Points Store Item Lists
Spendables list
Low cost, high frequency, instant reward. Fill your points store with some of these ideas for items that a student can save for in 2–4 weeks.
Ordered from no cost to low cost.
Custom Avatar: A fun avatar of their choice to replace their student photo for the day in Minga.
Sponsored Shout Out: A shout-out for a friend or teacher on Minga or during announcements.
Lunch DJ: Pick 3 (approved) songs to be played during a break.
Homework Extension: A one-night "pardon" for a late assignment.
Choose Your Seat: Swap desks with anyone for one class period.
First in Line: A pass to jump to the front of the lunch or bus line.
Hat Day Pass: The right to wear a hat or hood in class when normally restricted.
The "Brain Break" Pass: A 5-minute walk or quiet time at the back of the room.
Device Time: 10 minutes of free tech time at the end of class.
Note-Taking Waiver: Permission to take a photo of the board instead of writing.
Teacher's Chair: Sit in the "comfy" rolling chair for one period.
The "Hint" Ticket: Get one free clue during a test or quiz.
Class Messenger: The person who gets to run errands to the office.
Early Dismissal: Leave for lunch or the end of the day 5 minutes early.
The "Oops" Eraser: Forgive one minor outstanding detention or consequence.
The Streak Freeze: The loss of perfect attendance can be recovered by 1 day.
Locker Decoration Kit: Borrow magnets and chalk markers to dress up their locker for a week.
Stationery Swap: A ridiculously decorated, over-the-top loaner pen/pencil for the day.
Raffle Ticket: Purchase a ticket for a community-donated item draw.
Snack Coupon: Small items like a single piece of premium candy or a juice box.
Sticker Pack: A high-quality vinyl sticker for a water bottle or laptop.
Trinkets or Fidgets: Small bulk toys are always a popular item.
Saveables list
High cost, low frequency, big rewards worth saving for. Add to your points store for rewards that a student will save their points for 2–4 months.
Ordered from no cost to low cost.
Principal for an Hour: Shadow the principal and help make "executive" decisions.
Shadow a Teacher: Spend a day "teaching" and grading (under supervision).
The "Great Commute": The principal picks the student up and drives them to class in a golf cart.
Naming Rights: Name the school mascot, a hallway, or the library corner for a month.
Guest Announcer: Be the "voice" of the school morning announcements for a week.
Gym Takeover: Private use of the gym for the student and 5 friends during lunch.
No-Uniform Week: If the school has a dress code, a week-long pass to wear casual clothes.
Front-Row Graduation Seats: (For seniors) Extra-prime seating for their family.
Choice of Elective: Priority registration for the most popular school clubs or classes.
The "Get Out of Final" Pass: (Academic caveats apply) Skip one non-state-mandated final exam.
Reality Show Tournament: Entry into a school-wide entertainment (game or tv) bracket.
The "King/Queen" Treatment: A crown and everyone must address them by title for a day.
VIP Seating: A "royal" cushion on the bleachers for any event of their choosing.
Library "Late Fee" Wipeout: Clear all existing library fines in one go.
Teacher Pie-in-the-Face: The right to "pie" a willing staff member at an assembly.
The Golden Ticket: Free entry to a school dance or sporting event.
VIP Parking Spot: For high schoolers, the right to park in a staff spot for a week.
The "Legacy" Mural: Permission to paint one ceiling tile or a brick in the hallway.
Yearbook Dedication: A small shout-out or photo featured in the back of the yearbook.
VIP Lunch Table: A reserved table with tablecloths and "waiter" service (admin).
Professional Headshots: A session with the school's photography teacher/club for social media.
Lunch with a Mentor: Pizza lunch with a favorite teacher or coach (school-funded).
Custom Spirit Wear: A one-off hoodie or shirt designed specifically for point-earners.
Field Trip Subsidy: Points cover the cost of a bus fee or entry ticket for a trip.
Cap & Gown Discount: Gradwear at cost for high school students on their way to new horizons.
How to price your rewards
Setting up a school rewards system is like creating a mini-economy. If things cost too much, students give up. If they are too cheap, you run out of prizes.
The golden rule is: Don't price items based on what they cost in real money. Price them based on how long it takes a student to earn them.
Students in Minga earn points based on point values set by the admin team (owners or Managers). For the following examples, we'll use an assumed point value:
Positive recognition: 1 point per instance
Event attendance: 5 points per event
Average Student Week Point Accumulation: 8 points a week
Here is the simplest way to set your prices:
Figure Out Your Student's "Weekly Wage"
First, look at a typical, involved student. In an average week, how many points do they actually get? (You can easily check this average in the Points Summary Report).Price Your Small Rewards (2 to 4 Weeks of Saving)
Small rewards (like passes or snacks) should be "quick wins" that a student can get in about a month or less.
Using our 8-point example, your small rewards should cost between 16 and 32 points.Cheaper Items (16 points): Free perks everyone likes (e.g., Hat Day Pass, Free Seating Pass).
Pricier Items (32 points): Highly popular or tangible items (e.g., Chips, candy, or trending items).
Price Your Big Rewards (2 to 4 Months of Saving)
Big rewards (like school hoodies or prime parking spots) should take a few months of great behavior to earn. Using our 8-point example, these major prizes should cost between 64 and 132 points.
Small stuff = 2 to 4 weeks of student effort.
Big stuff = 2 to 4 months of student effort (with a little small stuff spending on the side).
Just find out what your students earn in a week, do the calendar math, and you're good to go!
FAQs
FAQs
How many items should I have in my store at launch?
Start simple. Often students are thrilled to simply collect points. With the leaderboard active, you have time to stock your store with items students will want to earn. Aim for 4-6 Spendables (low-value) and 2-4 Saveables (high-value). You just need enough variety that students with different motivations can each find something worth working toward.
Can I run a store with only short-term rewards to start?
Yes — especially if you're still calibrating your point economy. A Spendable-only store is better than no store. That said, plan to add at least two or three Saveables within your first 30 days. Without a longer-horizon goal, engagement tends to plateau once students have redeemed a few Spendables and the novelty wears off.
Do rewards need to cost money?
No. Many of the most effective rewards cost nothing to administer. What makes them valuable is their rarity and social visibility. Budget-conscious schools can build a fully effective Saveable tier from experience-based rewards alone.
What if students lose interest in items over time?
That's normal and expected depending on the items. Use your Rewards Redeemed Reports to identify which items aren't moving and swap them out. Rotating the store — especially the Spendables tier — keeps the catalog feeling fresh. Announcing new items on the Home Feed also helps.
