Classcraft: Classcraft.png

 
 
 
Classcraft.png
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.
  • Classcraft.png
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.
 
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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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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