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Classcraft

Classcraft is a gamified classroom management system that can be used by teachers and institutional districts to enhance student engagement and motivation.

Features

  • Classroom management: Classcraft offers a gamified approach to classroom management, allowing teachers to create rules and rewards that encourage positive behavior and engagement from students.

  • Personalisation: Teachers and students can personalise their avatars and create their own characters, making the experience more engaging and immersive.

  • Quests and challenges: Classcraft offers a wide range of quests and challenges that can be customised to fit any subject or learning objective. These activities promote teamwork, critical thinking, and problem-solving skills.

  • Real-time monitoring: Teachers can monitor student progress in real-time, providing immediate feedback and support to help students achieve their goals.

  • Analytics and reporting: Classcraft offers a variety of analytics and reporting features, allowing teachers to track student performance and behavior over time.

  • Mobile compatibility: Classcraft is available on both desktop and mobile platforms, making it easy for students to access and participate in classroom activities from anywhere.

  • Collaboration and communication: Classcraft facilitates collaboration and communication between teachers and students, allowing for greater engagement and participation in the learning process.

Benefits

  • Increased student engagement and motivation

  • Improved classroom behavior and management

  • Enhanced learning outcomes and academic achievement

  • Greater teacher-student collaboration and communication

Suitability

  • Classcraft is suitable for students of all ages, from primary school to high school.

  • It can be used in a variety of subjects, including math, science, English, and social studies.

  • It can also be adapted to suit different teaching styles and learning objectives.

Ways to Implement

  • In a science class, teachers can create a quest that requires students to research and present on a particular topic. Students earn points for completing the quest, and the top-scoring team gets a reward.

  • In an English class, teachers can reward students for reading books and writing book reports. Students can earn points for reading a certain number of books, and the top-scoring students get a reward.

  • In a primary school class, teachers can use Classcraft to reinforce positive behavior and encourage teamwork. For example, students can earn points for helping each other, sharing, and being kind to others.

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