1. An educational experience design and experience shaping system, comprising: instructor defines a mission, in the computer server system interfacing with a plurality of remote mobile devices, by providing the XP value, availability, and instructions for completion quantifying course extra credit through experience points (XP), which allows collection of any amount of XP by students to later determine their value in the course by specifying a purchase cost of course benefits maintaining the appropriate academic relation of extra credit to grades; a repository of transactions tracking and facilitating earning and spending of XP, to quantify digitally student experience during an academic course and creating a course currency with XP; instructions, executing on the computer server system, quantifying participation of students during in-person lectures by entering text codes, scanning quick response codes, or updating lecture peer-instruction data, similar to Kahoot!®, into the repository of experience points; instructions, executing on the computer server system, for displaying missions or challenges, leaderboard, achievements, peer-recommendations, boss-level missions; said instructions updating experience points based on activity in external in-person lecture peer-instruction systems and homework educational content systems similar to Blackboard Learn®, Duolingo, Kahoot!®, Cengage SAM®, and Pearson MyITLab®; said instructions implemented as a wrapper to existing courses in order to preserve and not modify course curriculum, assignment structure, assessment process of coordinated courses.