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
Similar Strategies
Blended Learning Model Overviews
Modified Flex Model with Gamification
Improve classroom management through gamification

After five years of traditional teaching, I broke away from direct instruction and moved into a self-paced, blended-gamified classroom. My students flexibly move through the curriculum while self-directing and managing their learning. This is done through the use of Classcraft, an online education gaming software, and our classroom game “Isle of Nosredna.” The addition of game elements into my classroom has helped my students stay on track and motivated as they progress through the science curriculum.

Number of Students: ~20 students/period

Number of Adults: one teacher

Length of Class Period/Learning Time: 51 minutes

Digital Content/Ed Tech Tools Used on a Regular Basis: Haiku Learning (LMS); Classcraft; Google Classroom; Doctopus (Add-on in Google Sheets connected to Google Classroom); Educreations; Flipboard; Symbaloo; Kidblog; ThingLink; Socrative; Kahoot!

Hardware Used on a Regular Basis: iPads (1:1); SMARTboard; Apple TV

Key Features: competency-based; student agency; project-based; gamification; innovative use of space

 
Stakeholder Collaboration
Improve classroom management through gamification

It is my goal to help parents and students feel like they are a connected entity in our classroom. To help parents feel connected, I have created a series of videos on our classroom YouTube channel to help parents understand our classroom. The videos describe the procedures in our classroom, what blended learning is, and how we gamify our classroom. Parents also have their own parent portal in Haiku where they can access this information, as well as their students' online course material. 

 
Small-Group Instruction
Small Group Sessions
Improve classroom management through gamification

Small Group Sessions are used for student sharing or to conduct small-group direct instruction. Students within these groups are usually working on the same content in the level or are struggling with the same topic/skill and need further instruction from me. Small Group Sessions allow me to gauge a student's understanding of content and promote the importance of sharing and talking about learning. During Small Group Sessions, I actively listen to students talk about the content we are discussing. I also use this time as an opportunity to question their thinking and formatively assess their understanding of the material. In the days after a Small Group Session is over, I work one-on-one with students who have yet to master the material.

 
 
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