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Classcraft is not a game itself; however, it draws upon gaming principles to enhance the classroom experience. It incorporates elements like autonomy, allowing students to make choices, competency, encouraging them to overcome challenges, and relationships, which contribute to the perceived value of the game within the classroom context.

This application of gaming principles to non-game settings, such as the classroom, is known as gamification. Classcraft leverages technology to facilitate classroom management and adopts the engaging and aesthetic aspects of games to captivate students' interest.

In this system, students may or may not have characters, but they all participate in a shared game world represented by their classroom. Actions taken within the classroom have consequences in Classcraft. For instance, positive behaviour might be rewarded with Experience Points, which are crucial for a student's in-game advancement.

The gameplay is firmly rooted in real-life, leading to direct transformations within the classroom environment. Classcraft fosters teamwork, helps students develop positive behaviour habits, and allows them to track their progress throughout the academic year.

Classcraft logo

Getting Started

Creating your class and setting up agreements

Classcraft can be easily set up and played with minimal equipment, requiring just a single computer and a class screen to run the game in the background during class. Additionally, Classcraft is accessible on mobile devices, allowing you to award points or utilise tools while teaching. If your students have their own devices, they can log in to Classcraft and use their powers during class. To maintain control, you have the option to set a class rule allowing students to use powers only at the start or end of the day.

Once everything is set up, Classcraft seamlessly integrates into your teaching routine, taking only 5-6 minutes per class hour to manage and incorporate into your lessons.

Understanding the terminology

Classcraft uses a great deal of game like terminology which will need to be understood by all.


For example:

Adventurer - Characters who don’t have a class yet are all considered adventurers. They don’t have their own powers, but they have access to different gear sets and pets!

Character class or type - Students can choose one of three character classes unlocked in the Collaboration phase: Guardians, Mages, and Healers. Each class has its own unique gear sets, pets, and powers!

Class Dashboard - This is the main interface where you’ll see your students, give them points, and open their profiles to use their unique powers.

Class progression - The class progression guides you through the whole experience, setup steps, and tutorials. Except for when you're in the Introduction, the progress bar will automatically advance as you give Experience Points to your students. 

Class Tools - Tools to gamify your lessons and curriculum, such as the Random Events, the Volume Meter, the Stopwatch, and Formative Reviews.

Experience Points - Experience Points are the points collected by students for behaving well and successfully completing Class Tools activities or Quests. When you see a student displaying a behaviour you want to promote, give them some Experience Points. When they gain enough Experience Points to fill the purple bar, they’ll level up.

Please be aware that these are just a sample of some of the terminology.

The various views and dashboards

The Clash Dashboard Views

Classcraft class dashboard view
Classcraft class dashboard

The Profile View

Classcraft profile dashboard view

Pros of using Classcraft

  • Graphics and characters

  • Gamified terminology recognisable by students

  • Connected to the real life classroom

  • Engaging and competitive

  • Teacher created quests and battles

  • Quests and customisation features allow teachers to differentiate for learners with differing needs

  • Student character dashboard

Cons of using Classcraft

  • Needs time to explain and set up classroom agreements

  • Sharing student scores in the classroom could be sensitive


In short, Classcraft is an online and app-based fantasy-themed behaviour and learning-management platform with a role-playing game (RPG) theme. Classcraft also provides tools for student engagement via features like discussions during quests, special powers, and gold pieces, which students can use to outfit their avatars or spend on real-life classroom items. It helps create the ultimate gamified classroom.

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