Classcraft

Mind Map

Subject: Digital Technologies

Year Level: Year 4-6

Strand: Design and Technologies processes and production skills

Sub Strand:

Work with others to plan the creation and communication of ideas and information safely, applying agreed ethical and social protocols (ACTDIP013)

https://www.google.com.au/search?q=class+craft+picture&biw=1301&bih=641&tbm=isch&source=lnms&sa=X&ved=0CJ4BEPwFKAFqFQoTCNjrm5HfnccCFeYfpgodXTYMnQ#imgdii=9tIKTwJawk89iM%3A%3B9tIKTwJawk89iM%3A%3BX15QkfWDqOhTpM%3A&imgrc=9tIKTwJawk89iM%3A

https://www.google.com.au/search?q=class+craft+picture&biw=1301&bih=641&tbm=isch&source=lnms&sa=X&ved=0CJ4BEPwFKAFqFQoTCNjrm5HfnccCFeYfpgodXTYMnQ#imgdii=9tIKTwJawk89iM%3A%3B9tIKTwJawk89iM%3A%3BX15QkfWDqOhTpM%3A&imgrc=9tIKTwJawk89iM%3A

Link to the resource:

http://www.classcraft.com/

Links to other learning areas:

Health: Encourages students to think of the needs of others and provokes values such as empathy and compassion. It also provides the opportunity for students to display leadership.

Mathematics: Students have to use basic counting strategies to calculate their point value.

Literacy: Provides consequences in terms of completing homework, or to complete writing tasks if students fall into battle for displaying incorrect behaviour or not meeting expectations of the teacher.

Use as a classroom resource:

Classcraft is a free, online, educational role-playing game that the teacher and students play together in the classroom. The main purpose of the resource is for the teacher to manage classroom behaviour. It is also used to engage and motivate students in the classroom.

Classcraft improves:

  • Student engagement and motivation through providing real risks and rewards
  • Academic performance
  • Personal skills such as collaboration, empathy and leadership as students are placed in teams of five or six students for the duration of the year. Students learn to consider the needs of others before they take actions for themselves in the game.
  • Classroom management by changing the classroom into a role-playing experience and by making learning fun!
https://www.google.com.au/search?q=class+craft+picture&biw=1301&bih=641&tbm=isch&source=lnms&sa=X&ved=0CJ4BEPwFKAFqFQoTCNjrm5HfnccCFeYfpgodXTYMnQ#imgrc=9tIKTwJawk89iM%3A

https://www.google.com.au/search?q=class+craft+picture&biw=1301&bih=641&tbm=isch&source=lnms&sa=X&ved=0CJ4BEPwFKAFqFQoTCNjrm5HfnccCFeYfpgodXTYMnQ#imgrc=9tIKTwJawk89iM%3A

Classcraft constantly provides opportunities for students to earn rewards and run risks. From this, the game is relevant to all students and all members of class are influenced to participate in order to survive in the game. If a student does well academically, or helps another student with their homework they can gain experience points which unlock real rewards such as having permission to eat in class or being able to sit with a friend for the day. If a student runs the risk of turning up to school late, or by not completing homework, they might fall in battle and will be spending their recess, or lunch in detention.

It can be used on the computer to display the game to the students projected through the Smartboard, or can be downloaded on students laptops, or tablets.

 

 

 

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