Classcraft: Classcraft

 
 
 
Classcraft
Teacher In Action
 
 
Teacher In Action
 
 
 
Academic Culture

Classcraft

Improve classroom management through gamification

Classcraft is team-based, role-play gamification tool that I use for classroom management. It focuses students to self-manage their learning, stay on task, and positively collaborate with their peers. When students are seen positively collaborating, working hard, or helping another student, they earn "experience points" (XP), which allow them to "level-up" and gain "powers" (ability to buy privileges in class). However, if they are distracting other students, not following classroom rules, or negatively impacting the learning of themselves or peers they are deducted health points (HP). If they lose all of their HP, they "fail in battle," which means that a random student-generated consequence is then assigned to the student. The fall in battle causes each student on that individual's team to lose HP and face greater risk of also falling in battle. The sequence continues until either all teammates fall to battle or someone on the team has enough HP to survive. Besides HP, students earn 4 action points (AP) every day. Action points allow students to purchase privileges if they have "learned" a power. The AP allow students to ask the Game Master if a question is correct on a quiz, to automatically advance within a level, or to "teleport" to their locker or the bathroom. AP, HP, and XP can all be impacted by the "Daily Event." The Daily Event is a random event that impacts the game in a positive or negative manner. For instance, the event may give the person with the least experience points 200 XP in the game or it may deduct 15 HP from a random player. We never know what will happen, which is what makes the game so interesting to most students. After using the game for nearly two school years, I have seen my students interacting more positively with one another and accomplishing more in class. It has been an awesome addition to our classroom culture and very easy to implement!

Strategy Resources (4)
Teacher In Action
 
 
Strategy Explanation
 
 
This link is to tutorial videos created by Classcraft to help teachers learn how to implement and play the game.
Strategy Explanation
 
 
This link is a video on how the Classcraft event works. It shows how quickly an event can be done during a class period.
Student Data
 
 
This link is a screenshot of the Classcraft display that my students see. It shows a student's XP, AP, HP, and powers.
Teacher In Action
 
 
Strategy Explanation
 
 
This link is a video on how the Classcraft event works. It shows how quickly an event can be done during a class period.
Student Data
 
 
This link is a screenshot of the Classcraft display that my students see. It shows a student's XP, AP, HP, and powers.
Strategy Explanation
 
 
This link is to tutorial videos created by Classcraft to help teachers learn how to implement and play the game.
Jessica Anderson
Powell County High School
Deer Lodge, MT


 

About this strategy

Prep Time:
Long
Subject:
Science
Grade:
Ninth grade
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Assessment & Data
Jessi's Use of Assessments and Data
Improve classroom management through gamification

Assessment and data play a crucial role in a blended teacher’s classroom. Blended learning gives teachers an opportunity to assess consistently throughout a class, in a way that drives instruction, impacts grouping, and assignments. Blended educators need to develop capacity to sift through multiple sources of data and synthesizes quickly into action. Check out how Jessi utilizes Assessment and Data here.

 
Assessment & Data
Socrative Digital Assessment Tool
Improve classroom management through gamification

Socrative is a Digital Assessment tool I use to conduct formative assessments. For example, during a recent activity I used socrative to assess students' misconceptions or misunderstandings about porosity and permeability when discussing groundwater. The students took the four question quiz and the results were displayed on the board for students and myself to view. From the data I was able to make decisions about my teaching in the next 40 minutes based on the results of the quiz. As a blended learning teacher, I particularly like Socrative as a formative assessment tool because it lets me choose how I my students will be assessed. I can choose to have them do it self-paced, to give instant feedback, or to guide the entire quiz myself. I love the flexibility in this tool and the instant data I receive from it. 

 
Academic Culture
Jessi's Classroom Culture
Improve classroom management through gamification

A positive classroom culture promotes student engagement, efficiency, and academic growth. Culture influences how and why students learn and ties the students to the teacher on a personal level. Check out the the video below to see how Jessi’s culture impacts student achievement!

 
 
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