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Humans love to play.  For much of human history, it has sparked closer collaboration, friendly competition, new ways of communicating, and more.  When all of this is channeled into the classroom through gamification—as well as game-inspired elements that students recognize and love—that’s when school becomes more than just school.

The classroom becomes a place where engaged learners and inspired educators can work and play together to build a truly supportive environment, one where everyone has the chance to succeed.

Teachers are increasingly using games and gaming principles to enhance instruction.  Gameplay in school isn’t just about having fun though.  From Minecraft  to the Game of Life and Werewolf, effective games like Classcraft  link content with low-stakes competition and can provide a more collaborative, engaging classroom experience—especially for students who may struggle to focus or find their niche in learning. 

Research shows that using games in teaching can help increase student participation, foster social and emotional learning, and motivate students to take risks.

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The game features a fantasy world where students choose their own avatars with unique powers.  The game world has a map, spotted with “quests” that students have to complete to move around and explore over the course of the year.  These quests might be called “assignments" and "learning objectives" in a more traditional classroom.

As students progress, the Gamemaster rewards them with points (XP), rewards, and powers for completing tasks, participating in class discussions, and mastering skills.  They can also unlock real-life rewards—anything from an exam question hint to an extension on a homework assignment.   Some students are motivated by the points and the chance to level up, others like the prospect of new gear for their avatars, and still others get excited about completing “quests” and unlocking new content and gameplay.

​​Students play in teams, each avatar contributing in a different way.  They show their knowledge in battles (individually or as a team), and learn together in quests.  While the in-game progression comes largely from individual actions, a component exists where their team must complete tasks or earn points for them all to advance.  Along the way, students build skills such as communication, strategic thinking, and problem-solving.  Team members are incentivized to support one another, and it becomes ‘cool’ to give and receive help.

By promoting positive behaviors and emphasizing collaboration above competition, games encourages students to work together to achieve their goals.  This builds stronger relationships between peers and their teacher, and creates an environment where students are ready to learn. 

By tying real-world consequences—both positive and negative, based on the Gamemaster's choice—with game points, it takes what students understand in the game and helps them apply it to the real world.  Applying real life, is where the game gets interesting.

 

Through the motivating power of storytelling, reward systems and collaborative learning, games helps foster a safe and fun learning environment that encourages students to strive to achieve their personal best.

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Not only do teachers love Classcraft, but students do too.  Check out these testimonials from high school and middle school students!

Classcraft Student Testimonials

Classcraft Student Testimonials
What is Classcraft
01:52
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What is Classcraft

Testimonials - Six High School Students
05:04
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Testimonials - Six High School Students

Classcraft Games Are Motivating in High School
00:50
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Classcraft Games Are Motivating in High School

Testimonial - High School Student
02:49
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Testimonial - High School Student

© 2035 by Epic Edventures STEAM Academy, LLC.

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