How I Use It
I used this with a grade 6 class who absolutely loved it. I initially trialled the free version with them for a couple of weeks but they were so enthusiastic that I upgraded to the premium account. I picked the account type which didn't offer in-app purchases as I was uncomfortable with anything costing my student real money. The pricing model has recently changed though, and those options have gone.
I had a very mixed class, with a full range of abilities and needs. Some of my students are gamers and they immediately understood the idea of picking and customising an avatar but even the complete novices were able to set up their characters with only minimal help . I allowed the boys and girls to pair up and then matched boy/girl pairs to form teams of four. That way I could ensure a mix of sex/ability/personality but the student were guaranteed to have at least one buddy in their team.
The game is very customisable to suit your class. You can change the sanctions and associated penalties, what counts as good behaviours and what reward it earns. I set rules about how often powers were allowed to be used, especially for tests.
I allowed time for the daily event at the start of each lesson and also customised these to suit my class.
My class loved it and when I handed them over to a new teacher, they were really pleased to find out that classcraft had also been handed over. I teach grade 6 - 12 but I only used it with my G6 class. It can be time consuming and I don't feel that I can spare the time to use it every lesson with my older classes.
The teamwork element is fantastic and it makes getting students into group with people they wouldn't normally work with very easy. The students got really excited by the daily events which created a positive start to every lesson. The countdown timer which could be followed up by random selection of a team or individual student was a good way to add tension and keep students on-task.
The customisable rewards system means that low ability students or those with attendance or behaviour issues for example can still collect points for personalised targets and are able to contribute to their teams. Academic high-flyers can have different targets but still receive the same in-game rewards. Peer management of behaviour was also strong as other students don't want to lose team points.