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Pocket Academy Android Game


Pocket Academy by Kairosoft Co., Ltd.

This is a high school management simulation game. Place classrooms, hire teachers, and build special facilities to help the students learn.


As your school expands, you will attract new students. Hold special classes and have students take on academic challenges.


Student Attributions

Intelligence (Int)
  • Quick to learn and to discover new facilities.
Athletics (Ath)
  • Lets students go to faraway facilities.
Popularity (Pop)
  • Helps make friends and maybe discover love.
Attitude (Att)
  • Helps a student learn in special classes.
Character Movement

Characters move between facilities using paths. A student's Athletics score determines how far they can go, but a teacher can go anywhere.

Gate Placement

Teachers and students use gates to enter and leave school. When you add more gates, watch traffic routes to check for the best locations.

Test

Tests are held each semester for students. Your school average will be ranked against other schools in the country.

Facilities Attributes

When a student enters a facility, their attributes can increase. Teachers can discover Research Points. Compatible facilities give bonuses.

School Spirit

School spirit goes up depending on a facility's surrounding. Build scenery or compatible facilities for an easy boost to Spirit.

Clubs

The number of available clubs depends on the facilities at your school. Compatible facilities or scenery nearby can boost Spirit and performance.

Love

The closer friends get, the more likely one will ask the other out. High popularity helps this succeed. Love can boost Research Points & more.

Items

You can create items by using Research Points. They allow you to change a student's career path or club, or temporarily boost their attributes.


Educational Kits

Successfully finishing an event can get you an educational kit, used by students after changing in a locker room.
Auras

Students with auras will perform better than usual. Sometimes just talking with the opposite sex can trigger an aura.


Student Movement

After class, students go to facilities they are interested in. Facilities near their classroom are more likely to be chosen.


The Role of Teachers

At the start of the semester, teachers teach classes and find Research Points. Build a Teacher's Room to hire and level-up teachers.


Academic Challenges

Passing challenges for subjects in your school will boost tuition. A students chances of success depend on attributes and grades.


Special Classes

Select a classroom to hold a special class. These use Research Points, but can improve grades. Aura boost effectiveness.


Research Points

When teachers enter a facility or students get together, they can get Research Point that can be used for special classes or facilities.


Prospective Students

Having an article written about the school makes it more attractive to prospective students, as does holding special school events.


Getting More Students

You can have up to 3 classrooms a grade (1st, 2nd, 3rd years). High job placement rates can attract lucrative transfer students.


School Size

Schools with many students and Popular Spots will grow in size. This gives you access to new special classes and career paths.


Career Paths

When students enter facilities or pass challenges, they can discover new paths. The more lucrative paths are more difficult.


Bulletin Board

Students will sometimes post their opinions on the bulletin board. These change depending on the bulletin board's surrounding
.

Placement Tests

3rd year students take a placement test before graduation. Try encouraging students with poor chances of passing to try another career path.


Facility Placement

Where you place your facilities can be very important, as it changes the effects they have on students and on nearby facilities.


Popular Spots

Placing compatible facilities near each other can create a Popular Spot, which boosts the effectiveness of nearby facilities.


Invitations

As you play the game, your students will get invited to a variety of events. The student will be away for a time, but you will get a reward.


Game Hints

Start slow and learn how to use your funds and Research Points. Then you can hire more teachers and start to build new facilities.


Ending

The game ends when you reach April of year 11. Your funds and Clear Points will be saved as your High Score, but you can continue playing.


Other

Some of your attributes at the game's end can be carried over to a new game. You may also find secret characters you can hire as teachers...

Download the Old Version of Pocket Academy

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 Mirror 1, Mirror 2 Or
Buy the Latest Version on Google Play Here

Complete list of Popular Spot for Pocket Academy
Complete list of Clubs for Pocket Academy
Complete list of Special Classes for Pocket Academy 
Complete list of Career Paths for Pocket Academy
Complete list of Events on Pocket Academy
Complete list of Challenges on Pocket Academy
Student Guide for Pocket Academy

Event List for Pocket Academy



Summer and Fall events are chosen at M6 W1 and M11 W1 respectively. You need to choose what event to hold, and which student will be the organizer. School events are good opportunities for your school to increase the number of prospective students and to earn some major research points, so it can be critical that you perform well at these events.
Once you pick which event to hold and which student will be the organizer, your school will resume it’s normal life. However, the student you chose to organize the event will start speaking to other students, and some of them will change clothes to match what the organizer is wearing. A student that has changed clothes will actively participate in the event when it takes place at the end of the month. The more students that have changed clothes, the more successful your event is. Whilst students that do not change will still participate in the event, they will generate very little research points compared to the students that have changed. Students with auras at the time of the event will consume one level of their aura and contribute a large quantity of research points. More successful events have a higher increase in prospective students and generate more research points.
In order to hold a successful events, you must pick the right student to organize the event. The type of event you hold also has some significance, however the vast majority of the time, if you pick the most expensive event you can at the time, you will still generate a reasonable amount of research points and increase your prospective students by a fair amount. One thing to note though, is that students are more willing to partake in an event the first time that it is held. All subsequent events of the same type will yield a lower turn out. It is your organizing student that holds the most power to determine the success of your event though. Ideally, you will want a student with the ‘Leader’ nature, that has a very high popularity and a lot of friends and is NOT in a couple. Students in couples will talk to each other more often, and spend longer talking to each other, which is not what you want from your organizing student. Having a high pop student will result in them talking to more people in the school halls, and having a lot of friends will result in the students they talk to being more willing to change clothes and participate. The ‘Leader’ nature seems to improve the amount of research points that are generated during the event, but this could just be the random nature of the game as well. 

Complete list of events on Pocket Academy by Kairosoft.

Summer Events
Park Stroll – $300 – unlocks Fishing Tackle
Haiku Contest – $1200
Baseball Game – $2500
Corn Roast – $3500
Book Reading(?) – $5000
Social Science Field Trip – $7000 – unlocks Cameras
Science Fair – $10,000
Marathon – $12,000
Swim Meet – $14,000 – unlocks Boats

Fall Events
Convention(?) – $500
Art Museum Visit – $2000 – unlocks Art Kit
Martial Arts Exhibit – $5000
Computer Gaming – $8000
PE Festival – $10,000 – unlocks Skateboard
Choir Competition – $10,000
Cultural Festival – $12,000
Fashion Show – $15,000
Field Trip – $18,000 – unlock Skates
Ski Trip – $20,000 – unlock Skis

The fishing tackle, camera and art kit allow students to earn money on their own as long as they used the locker room and changed clothes to their jumpsuits.
  • Fishing tackle = whenever a lake is present a student wearing their jumpsuits could fish in it and sell what they catch. Price ranges from $10 – $200+ depending on their ATH skill.
  • Art Kit = a student wearing their jumpsuits could just randomly draw the surrounding scenery he/she is currently in. Price ranges from $50 – $150+ depending on the scenery being drawn thus Spirit and Popular Spots are important.
  • Camera = same as art kit but yields more money. Price ranges from $100 – $210+ depending on the surrounding scenery.

Challenge List for Pocket Academy


When you start a game, you already have an access to 5 challenges:
  1. English
  2. Math
  3. Spanish
  4. Science
  5. History
There are still 5 more challenges to be unlocked in the game! There are Agriculture, PE, Music, Computing, and Philosophy.

To unlock Agriculture
  • Have a 200 Point average in the National Test and 2 Fields.
To unlock PE
  • Have a Track, Basketball Court and Tennis Court present in your school.
To unlock Music
  • Have a school at Developing Rank with 2 Art Rooms present.
To unlock Computing
  • Have a school at Major Rank with 2 Computer Rooms present
To unlock Philosophy
  • Have a school at Prestigious Rank in the Top 5 Nationally Ranked Schools with 5 Libraries present.
Challenges are important for generating income through increasing school tuition, so it’s best to unlock all the hidden challenges and max them out as soon as possible. Only two challenges are able to be undertaken every month, and each challenge costs money to do so. When you select a challenge to complete, you need to pick a student to undertake it. Each student will have a different rate of success, based on their individual grades. Students with auras will experience an increase in success rate, but will consume their aura completely by performing the challenge. Success in the challenge will result in the tuition of all students (current and future) increasing by a set amount. Failure will sometimes result in a certain amount of research points being allocated to your school. The higher the expected success rate of the student was, the more research points you will receive upon failure of a challenge.
Once you unlock a challenge subject, you no longer need the buildings in your school that were required to unlock it (You don’t need to keep 5 libraries in your school once the Philosophy challenges are unlocked). This can save you in upkeep fees for all the facilities listed.
Challenges are really important in the early part of the game. The more challenge you passed, the higher your school fees will be. Challenges are effective to build your wealth in the game.

Student Guide for Pocket Academy Game


Students are the most valuable commodity you will have in Pocket Academy. They are your main source of income through tuition fees and will use specific facilities to generate income throughout the semester.
Every student is different. You can get a maximum of 36 students in total in your school at once; 4 students per classroom and 3 classrooms per year. You will get new students at the beginning of each new school year (M4 W2) and through transfer students that will enter your school part-way through the year. Transfer students will be talked about in later sections.
Students have 4 key attributes, that can be viewed on the first page of the student information window.
  • The Int skill is related to the ability of the student to discover new facilities and new career paths. Higher int students have a better chance of requesting new facilties at the bulletin board, as well as discovering new career paths when using facilities.
  • The Ath skill is related to the distance a student will travel to use a facility. All students use their classroom as an origin, with the distance to all surrounding facilities being measured relative to the location of their classroom. Higher ath students will travel to more distant facilities.
  • Pop is related to how easy it is for the student to interact with other students. High pop students will interact more regularly with other students and will gain more research points when interacting with them.
  • Att is related to the attitude the student has towards study. Att is clearly defined in four levels; Defiant, Average, Good and Angelic. The higher the students att is, the more likely they will be to gain grade points when studying (including special classes).
Students also have a nature assigned to them, which is indicative of the type of attributes they will excel in, and what facilities they will favour. Whilst it’s unknown as to the exact effect that nature play on the behaviour of students, some logical decisions can be made with regards to the effect of nature of student behaviour (e.g. Flirty students will socialise more, whereas Serious students are more likely to study). The nature of students is randomised for each new game.