Use Classcraft to motivate your students and to build collaboration and teamwork skills. Award points for encouraging classmates, completing assignments on time, respecting noise levels, and more. Even if students are cooperating just to gain points at first, it's inevitable that with teacher support they will learn valuable social skills along the way. Teachers can, and should, make the program their own -- adapting the game to suit their own classrooms, especially in terms of events, powers, rewards, and points needed to level up. Being attentive to these details up front will help craft a virtual environment of motivation and positive reinforcement instead of a punitive one. Teachers can use the program to teach concepts through a gamified storyline, pulling assignments in from your computer or Google Drive or writing the story yourself. Be careful, though: Once the creative juices get flowing, it can be easy to get lost in your own adventures.
Some of the preset powers and events may cause strife, especially among younger students. Make sure to take a close look and customize them as necessary. For example, optional random events include suggestions such as, "The player with the least HP loses 15 HP." Although that may work well in some classrooms, students who are struggling may feel targeted for being the "weakest" players, especially if the game is broadcast (as suggested) via interactive whiteboard or screen.
Continue readingClasscraft is a fantasy-themed behavior- and learning-management role-playing game (available on the web and as a Chrome app). Students choose a character (Warrior, Healer, or Mage), and then form teams and work together to gain experience points (XP) through positive classroom behaviors and academic achievements. As students level up, they earn powers with real-world effects, such as being allowed to eat in class. Students can also lose hit points (HP) via Random Events or for negative behaviors (unless another player intercedes and uses a power on their behalf). If a student loses all of his or her HP, he or she "falls in battle" and must face consequences set by the teacher (for example, clean up or forgo a privilege). As with powers, there are some preset suggestions, but teachers can choose to customize. Teacher-created Quests, currently in beta, will take some time to set up, but they can be a unique way to immerse students in learning or reviewing concepts. Note that some of these features are only available with a paid account.
Classcraft provides tools for student engagement via features like classroom forums, trainable pets, and gold, which allow students to modify and adjust their avatars. Classcraft also allows parents to have accounts so they can keep an eye on their child's performance. The teacher forum, which is highly active, allows teachers to provide suggestions for new features -- many of which are implemented as the moderators pass them on to the site's organizers.
By putting students into teams where success is contingent upon cooperation, Classcraft puts a new spin on traditionally individualized behavior management. This game integrates easily with normal classroom activities, encouraging teamwork and collaboration while giving students instant feedback on soft skills, such as attendance, homework completion, and classroom behavior. Features such as the Makus Valley for noise control and Boss Battles quiz activities keep students on their toes and accountable to their teams, while the Quests allow teachers to differentiate instruction by modifying complexity and allowing students to move at their own pace. Since students work together within the game's premise, the issues that arise feel like challenges to be tackled together. It should be noted that instant feedback via projection capabilities or 1-to-1 devices informs the entire class when students take damage, so teachers may opt to have students check after class, especially in cases where negative feedback could create problems with sensitive students.
Teachers will need to be prepared to put a lot of work into setup, but the silent authority the game allows teachers can be less distracting than direct confrontation. While explicit teaching of social skills and conflict resolution will be an important factor in the game's success, most students will enjoy striving toward real-world powers, and students who are working toward behavioral goals will find the immediate and constant feedback helpful and playful rather than negative. In addition, the game's developers are highly active and attentive, constantly upgrading and updating the system for a more engaging user experience.