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.}}
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.}}
 
{{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>


== Links ==
== Links ==
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<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]]

Revision as of 15:14, 21 June 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.”

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.”

“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]

Links

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.