Classcraft: Difference between revisions

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According to its [https://www.classcraft.com/ website] (retrieved June 2019), Classcraft Is an Engagement Management System (EMS). It {{quotation|gives educators a powerful set of tools while connecting real-life intervention with engagement data from existing content, platforms, and systems. This has a profound impact on educational outcomes that are key to student success: academic performance, classroom behavior, social & emotional learning, school climate, attendance & suspension and student motivation.}}
According to its [https://www.classcraft.com/ website] (retrieved June 2019), Classcraft Is an Engagement Management System (EMS). It {{quotation|gives educators a powerful set of tools while connecting real-life intervention with engagement data from existing content, platforms, and systems. This has a profound impact on educational outcomes that are key to student success: academic performance, classroom behavior, social & emotional learning, school climate, attendance & suspension and student motivation.}}


According to Bonvin & Sanchez (2017)<ref name=bonvin2017> Bonvin, G., & Sanchez, E. (2017). Social Engagement in a Digital Role-Playing Game Dedicated to Classroom Management. In J. Dias, P. Santos, & R. Veltkamp (Eds.), Games and Learning Alliance. GALA 2017. Lecture Notes in Computer Science (pp. 137–147). Springer, Cham. https://doi.org/10.1007/978-3-319-71940-5_13</ref>, {{quotation|Launched  in  2014,  Classcraft  is  a  digital  role  playing  game  dedicated  to  classroom  management [1].  The  objective of Classcraft is to transform the classroom into a role-playing game for the duration of the school year. Teachers can create teams and assign an avatar to students, as well as points and ‘powers’ as rewards for desired behavior.  In  order  to  acquire  powers,  the  player  must  demonstrate  behavior  that  is  expected  of  him  by  the  school,  such  as  participating  in  class,  helping  other  students.  The  students  are  warriors,  mages  or  healers  and  they can buy and use powers that have an impact on real life.}}
== Basic use for classroom management ==
 
According to Bonvin & Sanchez (2017)<ref name=bonvin2017> Bonvin, G., & Sanchez, E. (2017). Social Engagement in a Digital Role-Playing Game Dedicated to Classroom Management. In J. Dias, P. Santos, & R. Veltkamp (Eds.), Games and Learning Alliance. GALA 2017. Lecture Notes in Computer Science (pp. 137–147). Springer, Cham. https://doi.org/10.1007/978-3-319-71940-5_13 - https://files.classcraft.com/classcraft-assets/research/social-engagement-in-a-digital-role-playing-game.pdf</ref>, {{quotation|Launched  in  2014,  Classcraft  is  a  digital  role  playing  game  dedicated  to  classroom  management.  The  objective of Classcraft is to transform the classroom into a role-playing game for the duration of the school year. Teachers can create teams and assign an avatar to students, as well as points and ‘powers’ as rewards for desired behavior.  In  order  to  acquire  powers,  the  player  must  demonstrate  behavior  that  is  expected  of  him  by  the  school,  such  as  participating  in  class,  helping  other  students.  The  students  are  warriors,  mages  or  healers  and  they can buy and use powers that have an impact on real life. For  example,  a  student  who  comes  five  minutes  late  to  class  may  use  the  power  called    “Invisibility’.  Consequently,  he  will  not  be  punished  by  the  teacher.  In    case  if  the  student  does  not  own  this  power,  the  teacher,  as  game-master,  deducts  points.  A  loss  of  too  many  points  causes  death  (which  means  detention  in  school  depending  on  the  rules  decided  by  the  game-master).  Students  can  use  individual  or  collaborative  powers.  For  example,  mages  have  the  most  powerful  powers,  often  benefiting  their  entire  team. The  game  intends to foster collaboration within students’ teams. }}
 
{{quotation|The term gamification is generally used to describe the process in which one integrates aspects of play into a situation that is initially not playful. However, [the authors] argue for the use of the term ludicization, following from the idea that it’s less about “making a game” (gamify) than it is about “making it possible for a situation to be seen as ludic” (ludicize).}} <ref>Sanchez, E., Young, S., Jouneau-Sion, C.: Classcraft: from gamification to ludicization of classroom management. Education and Information Technologies, 20(5) (2016) https://doi.org/10.1007/s10639-016-9489-6 </ref>
 
[[image:classcraft-1.png|none|800px|thumb|Screenshot of classcraft demo class (July 10 2018).]]
 
== Use for gamification ==
 
Classcraft also can be used to create various gamified environments, e.g. a learning scenarios defined in google classroom or Microsoft Office 365.
 
An example is the freely available [https://www.classcraft.com/blog/features/codingchampions-nov-quest-of-the-month/ Coding lesson plan] by Lenny Dutton.
 
== In higher education ==
 
According to  Nancy Flanagan Knapp (in an [https://convention2.allacademic.com/one/aect/aect19/index.php?cmd=Online+Program+View+Paper&selected_paper_id=1539687 AECT 19 presentation]), classcraft has high potential for higher education and it should be adapted for this segment. In addition, there is conflict between institutions requiring to turn in assignment through their own LMS and thusly requires learners to work to two separate redundant environment


== Links ==
== Links ==


=== Official ===
* https://www.classcraft.com/
* https://www.classcraft.com/
=== Alternatives to classcraft ===
* [http://www.classdojo.com/ ClassDojo] (for a younger generation)


== Bibliography ==
== Bibliography ==
Line 16: Line 37:


<references/>
<references/>
=== Other ===
* Sanchez, E., Young, S., Jouneau-Sion, C.: Classcraft: from gamification to ludicization of classroom management. Education and Information Technologies, 20(5) (2016) https://doi.org/10.1007/s10639-016-9489-6
* Sanchez, E., Piau-Toffolon, C., Oubahssi, L., Serna, A., Marfisi-Schottman, I., Loup, G., George, S.: Toward a Play Management System for Game-Based Learning. Lecture Notes in Computer Science series, Vol. 9891. (2016) 484-4893.


[[category: Instructional design models]]
[[category: Instructional design models]]
[[category: Computer games]]
[[category: Computer games]]

Latest revision as of 23:22, 24 October 2019

Draft

Introduction

According to its website (retrieved June 2019), Classcraft Is an Engagement Management System (EMS). It “gives educators a powerful set of tools while connecting real-life intervention with engagement data from existing content, platforms, and systems. This has a profound impact on educational outcomes that are key to student success: academic performance, classroom behavior, social & emotional learning, school climate, attendance & suspension and student motivation.”

Basic use for classroom management

According to Bonvin & Sanchez (2017)[1], “Launched in 2014, Classcraft is a digital role playing game dedicated to classroom management. The objective of Classcraft is to transform the classroom into a role-playing game for the duration of the school year. Teachers can create teams and assign an avatar to students, as well as points and ‘powers’ as rewards for desired behavior. In order to acquire powers, the player must demonstrate behavior that is expected of him by the school, such as participating in class, helping other students. The students are warriors, mages or healers and they can buy and use powers that have an impact on real life. For example, a student who comes five minutes late to class may use the power called “Invisibility’. Consequently, he will not be punished by the teacher. In case if the student does not own this power, the teacher, as game-master, deducts points. A loss of too many points causes death (which means detention in school depending on the rules decided by the game-master). Students can use individual or collaborative powers. For example, mages have the most powerful powers, often benefiting their entire team. The game intends to foster collaboration within students’ teams.”

“The term gamification is generally used to describe the process in which one integrates aspects of play into a situation that is initially not playful. However, [the authors] argue for the use of the term ludicization, following from the idea that it’s less about “making a game” (gamify) than it is about “making it possible for a situation to be seen as ludic” (ludicize).” [2]

Screenshot of classcraft demo class (July 10 2018).

Use for gamification

Classcraft also can be used to create various gamified environments, e.g. a learning scenarios defined in google classroom or Microsoft Office 365.

An example is the freely available Coding lesson plan by Lenny Dutton.

In higher education

According to Nancy Flanagan Knapp (in an AECT 19 presentation), classcraft has high potential for higher education and it should be adapted for this segment. In addition, there is conflict between institutions requiring to turn in assignment through their own LMS and thusly requires learners to work to two separate redundant environment

Links

Official

Alternatives to classcraft

Bibliography

Cited with footnotes

  1. Bonvin, G., & Sanchez, E. (2017). Social Engagement in a Digital Role-Playing Game Dedicated to Classroom Management. In J. Dias, P. Santos, & R. Veltkamp (Eds.), Games and Learning Alliance. GALA 2017. Lecture Notes in Computer Science (pp. 137–147). Springer, Cham. https://doi.org/10.1007/978-3-319-71940-5_13 - https://files.classcraft.com/classcraft-assets/research/social-engagement-in-a-digital-role-playing-game.pdf
  2. Sanchez, E., Young, S., Jouneau-Sion, C.: Classcraft: from gamification to ludicization of classroom management. Education and Information Technologies, 20(5) (2016) https://doi.org/10.1007/s10639-016-9489-6


Other

  • Sanchez, E., Young, S., Jouneau-Sion, C.: Classcraft: from gamification to ludicization of classroom management. Education and Information Technologies, 20(5) (2016) https://doi.org/10.1007/s10639-016-9489-6
  • Sanchez, E., Piau-Toffolon, C., Oubahssi, L., Serna, A., Marfisi-Schottman, I., Loup, G., George, S.: Toward a Play Management System for Game-Based Learning. Lecture Notes in Computer Science series, Vol. 9891. (2016) 484-4893.