Classcraft as a Tool For Motivational Perspectives of Collaborative Learning

 

How can educators effectively address the challenges of reintroducing students to in-person classes after the disruptions caused by COVID-19, ensuring a smooth transition and creating an engaging and supportive learning environment?

Classcraft is an educational technology platform designed to enhance classroom engagement and motivation. It transforms the learning experience by integrating elements of role-playing games into the traditional classroom environment. In this gamified setting, teachers can form teams, assign avatars to students, and allocate points and special “powers” as incentives for positive classroom behavior. Within a fictional world, students assume diverse roles and earn points, powers, and privileges based on their behavior, participation, and academic accomplishments. By promoting positive behavior, teamwork, and goal-setting, Classcraft cultivates an interactive and enjoyable learning atmosphere. Additionally, teachers can utilize the platform to monitor student progress, communicate with parents, and tailor the gamified features to meet the specific needs of their classrooms.

Classcraft, known for its versatile and gamified approach, proves applicable across a diverse range of subject areas. Its adaptability makes it suitable for both humanities and STEM (science, technology, engineering, and mathematics) subjects. Teachers have successfully incorporated Classcraft into language arts, mathematics, science, social studies, and even physical education classes. The platform’s flexibility enables educators to tailor the gamified elements to match the unique dynamics and learning objectives of each subject. Studies have also highlighted the effectiveness of Classcraft in teaching grammar, English as a second language, physical education, and mathematics.

 

Applicability of the Technology Tool Across Education Levels

As a gamification tool, Classcraft supports educational use best for a K12 environment based on the way it motivates and monitors students’ behavior. The platform theme is based on role playing games, where students chose an avatar (Guardian, Healer, or Mage) with special powers they personify through course quests and activities. The instructor created quests can be tailored to specific behaviors they want to encourage or discourage in their students. As students’ progress through quests, they level up in the system and earn experience points, which can translate into real world benefits.

Extra features like Gold Pieces (GP) allow students to “purchase” in game features and Hearts keep track of the student’s progress or health towards the quest. Hearts can be used punitively if students do not behave in a way that aligns with the quest principles. Overall, because of the fantastical elements and emphasis on behavior modification, this learning tool is best geared towards a K12 audience.

 

Example of behavior tracking through XP and GP

Example of Fantastical Story Elements

 

Pros and Cons of Classcraft

Pros:

  • No downloads required, everything works in the web browser
  • Broad browser compatibility (Edge, Safari, and Chrome)
  • Can support multiple classes
  • Integrates with Google Classroom
  • Available on mobile devices
  • Parent portal allows parents to keep track of child’s progress
  • Free license available

Cons:

  • Time intensive for instructors to set up and customize content
  • Can require semi-significant scaffolding and daily class time to maintain progress
  • If not well scaffolded or done with care, feedback can feel punitive for students and therefore decrease motivation
  • Premium version available, so not all features available through free license
  • Does not perform well on accessibility tests ( DU EdTech Knowledge Base)

 

Classcraft can be utilized in collaborative activities across various subjects. One example is:

Boss Battle, a feature in Classcraft, offered an engaging and interactive way to review material and prepare for tests. It allowed teachers to assess students’ understanding while observing cooperation and autonomy. Teachers could choose between individual or team modes, where students’ or teams’ names appeared randomly on grammar questions. In team mode, students could discuss answers with teammates. The goal was to defeat a boss by correctly answering questions, decreasing the boss’ HP. Incorrect answers would decrease students’ HP. When the boss’ HP reached zero, the class won, earning rewards like GP and XP points for all students. Examples from Witari et al. (2021) are provided below.

Display of Boss Battle for the Team (Left) and Individual (Right)

 

Classcraft emphasizes autonomy, competence, and relatedness, key principles of Self-Determination Theory. Through the game, students can exercise autonomy by making choices, collaborate with peers, and receive rewards tied to their performance, fostering a sense of independence. Competence is developed as students engage with challenging tasks and showcase their academic skills. Additionally, Classcraft fosters a sense of connection and teamwork among students, encouraging social interaction as they collaborate towards common objectives.

References
Introduction to classcraft (2022) DU EdTech Knowledge Base. Available at: https://otl.du.edu/knowledgebase/introduction-to-classcraft/ (Accessed: 29 January 2024).

Rogat, T.K., Linnenbrink-Garcia, L., & DiDonato, N. (2013). Motivation in collaborative groups. In C.E. Hmelo-Silver, et al. (Eds.), The International Handbook of Collaborative Learning (pp. 250-267). New York: Routledge.

Witari, I., Anwar, K., & Arifani, Y. (2021). The effect of classcraft on enhancing grammar performance of Adult Learners. In 1st UMGESHIC International Seminar on Health, Social Science and Humanities (UMGESHIC-ISHSSH 2020) (pp. 108-121). Atlantis Press. https://doi.org/10.2991/assehr.k.211020.019

Zhang, Q., Yu, L., & Yu, Z. (2021). A content analysis and meta-analysis on the effects of classcraft on gamification learning experiences in terms of learning achievement and motivation. Education Research International, 2021, 1-21. https://doi.org/10.1155/2021/9429112

3 thoughts on “Classcraft as a Tool For Motivational Perspectives of Collaborative Learning

  1. When I finished your reading about the tool Classcraft I went to try to set something up. I felt that this maybe something for upper elementary rather than lower elementary. I didn’t spend too much time try to figure it ou. I did enter 20 student names and tried to give positive rewards. I didn’t like the set up. Again, didn’t play too long. I do feel that Class Dojo is very easy to set up and gives an option to communicate to parents as a whole like for a class announcement and individually. You did a great job covering this tool.

    • Thanks Beth, for your time reading and trying out the Classcraft tool. Whichever grade level that works for you, that will be great. Thanks again.

  2. I like your Classcraft/Gamification tool. Your images are good. I could not get mine brighter. I like the versatility as it can support multiple classes, integrates with Google Classroom, and more.

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