Hallgasd meg, mit mondanak a tanárok a tanórai tapasztalataikról.
When the computer was first introduced to my grade 5 class, I thought to myself, “What a useless thing,” and quickly dismissed it. Obviously, I was wrong. I quickly learned not to dismiss new ideas without giving a second thought as to how they could impact my life. That idea still holds true today when I look at new ideas that come and go in the field of education.
Gamification and specifically Classcraft has been one of those amazing ideas. After reading about it and discussing it with a colleague, I decided to jump in. Gamification has always been present in our classrooms in some form since childhood, and Classcraft takes it to a whole new level.
My students took to the game right away. Participation, while always good in my classes, really shot up, with quieter children taking chances at answering questions or jumping in to protect teammates in the event of someone losing HP. Minor behavioral issues faded away slowly, and the kids really enjoyed the daily events and randomness of what would pop up on the screen.
Overall, Classcraft has had an immense effect on my classroom. It’s an easy way to start off classes on the right foot, and it allows kids to work together and help make decisions that can benefit the team as a whole rather than the individual. The foundation of teamwork and the ability to simply realize that education can be fun and rewarding, which Classcraft helps build, will no doubt continue to serve the children as they move ahead in the future.
I found Classcraft pretty close to the end of the school year, and you might think that would be a disadvantage, but it was actually really good timing. It’s often hard to keep 5th graders engaged even when things are “normal," but the last three days of school are even worse. They know it’s almost over, and they begin to get lazy … even the star students! I introduced my students to Classcraft with four days left in the school year, and it had the effect of a shot of adrenaline.
Instantly, they cared again and wanted to do well because Mr. Peoples was offering quadruple XP! My shy student was suddenly directing her teammates on strategy and helping them choose their characters. My troubled child was polite and attentive, even giving praise to other students when they earned XP. The rest of the year went by with no problems whatsoever, and I was even able to get my students to help me tear down the room in preparation for summer. All for a little extra XP. I am incredibly excited to start the next school year with Classcraft.
I’ve also been pretty successful using Classcraft at home with my own children. The possibility of earning XP and new powers that will earn them privileges and treats has made it so much easier to keep them off the video games and TV and to read more and care more about avoiding the summer slump. Plus, giving my son a big XP boost is definitely cheaper than paying him to mow the lawn!
Classcraft has revolutionized my classroom. The game mechanics play a significant role in student engagement, both in the classroom and outside of the classroom. The game creates a perfect blend of teamwork and collaboration within the groups/teams but also provides an element of intrinsic motivation to individuals to work hard to earn more gear for their avatars, level up, and earn more powers. I can’t tell you how many times my students were discussing among themselves about not forgetting their homework, studying for tests, and going the extra mile to complete some challenges that I created for them to earn extra XP.
Since my implementation of Classcraft, my students have had fewer reminders to stay on task, a higher rate of completed work, and a renewed passion for learning.
I had a student in my Computer Engineering that was struggling with the material. As a caring teacher, you do all that you can for students, but they still have to drink from the water. And as you may know, the students who need it most don't like to admit they do not know, ask for help, or come for tutoring.
After one young man fell in battle and dealt splash damage to his party for the second time, they rallied around him and forced peer tutoring on him. He was destined for a D; he earned a B.
I have been stalking Classcraft since the very beginning or so. As an ex-gamer myself (I have a family now, no time to play … for now bwouah ah ah ah), the idea was so appealing to me, I HAD to use and integrate it into my classroom. I teach English to students with learning disabilities, and I was sure it would enlighten them as well.
The game was easy to integrate, and after a couple of weeks, it had become a second nature. The students liked it and were really enthusiastic. They made teams right away, signed everything, and got into it in a blink of an eye! They liked most of the game, how to use the powers and earn experience points (XP). Students are always eager to attend the class to get more XP and see what happens with the ‘Event of the Day’. It brought a lot of positivity to the classroom, academically and socially. It’s now a huge part of my planning, and I couldn’t teach without it.
I am beginning my 25th year of teaching; after 22 years of elementary, this year will my 3rd year of middle school. When I went to a technology conference in February, I heard about Classcraft and I thought, 'Wow! This would be something students would really be interested in playing.' When I returned home on Friday, I immediately went to the website and started looking into how to play the game. On Monday, I introduced the game to my students. When I brought the website up to show the students the avatars and explain the rules that I had set up, they got really excited.
When we started playing, I noticed that I was not having as many students tardy to class, as many late assignments, or assignments not turned in. The students also started doing a lot of peer tutoring because they wanted the points in Classcraft, and they did not want to let their teammates down. The teams were starting to really work well together by the end of year. This year, I will have a prize for the team with the most points and the individual with the most points in each class.
We're a BYOD (Bring Your Own Device) school, and computer management is not always easy. Students always want to be online to check for email or look at their Facebook accounts as soon as they get in class.
Class management improved as early as the third period that I used Classcraft. Behavior also improved, and free time on the computer is now a reward for good behavior. Furthermore, students were waiting for the daily random event and were ready to begin class. They were eager to work to gain experience points and use their powers, like eating in class. Students were keeping their lunches to eat in my classroom, and some even asked me if they could bring take-out from a restaurant.
I knew that Classcraft was a hit when one of my female students asked me why the other teachers didn't use Classcraft in their classroom!
Classcraft has become an integral part of our classroom program because it's helped us to better organize the classroom and allowed me to evaluate learning skills in the process. It is a great way to involve all students in fun and engaging activities, both in groups and as individuals.
Initially, we created class groups to help manage class material organization and clean-up. The class management system occurred when some challenges resulted in students randomly falling in battle. This caused batch damage (usually), which resulted in many students being assigned jobs from the Book of Lament (eg., plug in devices to charge, answer the phone for the day, stack the chairs, fill a friend’s water bottle). No one ever worried about the Book of Lament responsibilities because they were simple tasks to complete, and all students helped each other complete them anyway.
We played challenges using ClassCraft that we created as a class. Some of the challenges were related to goal-setting homework or in-class exploratory activities (such as being an active group member). We would start a ClassCraft challenge, and players would do their best to complete their challenges (some of which were used for Learning Skill evaluations, too). Students were never penalized if they performed poorly in a challenge. They just earned fewer points, but they always won to some degree. Performance challenges always resulted in great peer dialogue related to how to improve student performance on the same task next time (group reflective practice).
I am a proud user and ambassador of Classcraft, and I am always willing to share my experiences with others as well as find innovative ways to use Classcraft in the future.
I can’t actually remember how I found out about Classcraft, but I was hooked immediately. I signed up and started thinking about how I would use Classcraft in my classes. Since there was only the English version available back then, I decided to use it in my ESL classes, and we had a blast.
The thing is, lots of people ask me why I’m such a big fan, and I always answer with the same reason: because it challenged me to think about the way I teach. When I had read through the powers, I wasn’t sure about using a cheat sheet, giving students extra time, etc. But why not? There’s no reason why you shouldn’t reward students when they’re working hard … and those powers are REAL rewards. Yes, they do need to pass a test, but why not do it extra motivated or with a little power? Seeing silent students find the courage to speak up because they can earn extra XP, or watching students smile when they get back a good result because they could ask their teacher if they were right on a test ... those moments are worth a lot, and that’s what I like about Classcraft.
Today, I’m an ambassador for Classcraft, and I’m proud of it. I’ve worked hard on the Dutch translation, and I’ve started my quest to tell people about Classcraft in Belgium, a country where there’s always room for an extra adventure! Even an adventure that has nothing to do with chocolates or waffles …
Reviewing for AP exams is always difficult. Although the desire to score well on the exam is a motivator, many students are so worn down from the year of rigorous curriculum that they lose steam during this critical review period. Enter Classcraft. With the introduction of this amazing program in my AP Biology classroom this year, students had a renewed energy. The atmosphere during review sessions was alive with competitive enthusiasm. I had two students who struggled the entire year with the material and would become frustrated when they did not do well. ClassCraft made learning fun for them again.
During our first review session, I had students come up to the front of the room to answer review questions, drawing out different biological processes using the white board. For each part they answered correctly, they earned points. At the end of the session, the team with the most points received XP in Classcraft. My two frustrated students quickly went from an attitude of "What's the point? I won't do well anyway" to jumping out of their seats to cheer on their teammates and stifle their desire to blurt out answers to help. And they weren't the only ones! The class was so lively that other teachers and administrators walking the halls stopped and gathered at the doorway to observe the action. Needless to say, I was absolutely thrilled.
One student asked why we hadn't been using ClassCraft all year (I had just discovered it, unfortunately so late in the year). Another student asked if I would be using it the whole school year next year, and that I really should if I wasn't already planning on it. The level of student engagement and motivation when using Classcraft is reason enough for any teacher to try it in their classroom.
Egy középiskolai tanár vagyok, aki matematikai tehetséggondozással foglalkozik North Aurora, Illinois településen. 2012-2013-ban megpróbáltam játékosítani a tanóráimat, de teljesen lefoglalt az adatgyűjtés és a sok adat követése, amit ez megkövetelt. A tanulóknak nagyon tetszett az ötlet, de nem voltam képes hosszan fenntartani. Amikor először olvastam a Classcraftról úgy gondoltam, hogy túl jó, hogy igaz legyen. Egy olyan platformot kerestem, amely a játékosított tanórák minden aspektusát képes kezelni, és a Classcraftban nem kellett csalódnom. A tanulóim szeretik a felhasználói felületet, a karaktereiket, a képességeiket és a napi eseményeket. Én pedig imádom a megnövekedett aktivitási szintet, és azt a motivációs erőt, amelyet ad a tanulóimnak.
Egy pár hét játék után láttam, hogyan módosíthatnám a játékot, hogy jobban megfeleljen az igényeinknek. A játék során biztosított testreszabási lehetőségek óriási segítséget jelentettek. A tanulók is ajánlhattak eseményeket, én pedig beállítottam, hogy mennyi pont jár a különböző dolgokért. Ha nem volt lehetőség valamit megváltoztatni, akkor megoszthattam a véleményemet az online fórumban. A fórumban előforduló számos ötlet megvalósításra került az év során. Nagyon jó látni, hogy mennyire értékelik a felhasználók visszajelzéseit.
Az év során lezajlott módosítások izgatottá tették a tanulóimat. A kisállatok és a karakterek testreszabása segítenek abban, hogy a tanulók rendszeresen bejelentkezzenek és egész héten motiváltak maradjanak. Alig várom, hogy lássam, milyen új változások várnak a Classcraftban a jövőben!
Már több mint 10 éve tanítok kínai nyelvet, és mindig aggodalommal töltött el a tanulók magatartása, és hogyan vehetném rá őket az aktív tanórai részvételre és a tanulásra. Oktatási asszisztens vagyok, aki másoknak segít, amikor problémájuk akad. Amikor megismertem a Classraftot, azt gondoltam, hogy "Ez egy kissé őrültség.", különösen az oktatási rendszerben, ahol az újításokra általában nem tekintenek pozitívan.
Az eredmény viszont felülmúlta az előzetes elvárásaimat. Még most is elámulok, hogy milyen változást hozott a tanulóim magatartásában. Mióta a Classcraftot használom, megtanulták, hogyan kell csapatban dolgozni, és egymásnak segíteni. Mindenki pozitívan hozzá szeretne járulni a tanórákhoz. Futva érkeznek az osztályba, és mindig örömmel készítik el a feladatokat. Úgy érzik, hogy egy kalandban vesznek részt. Nem csak egy játékot látnak benne, hanem a tanulás és egymás segítésének egy szórakoztató és pozitív módját, miközben elfogadják a kockázatokat és konzekvenciákat.
A tanulóim reakciója annyira pozitív, hogy néhány eleinte szkeptikus szülőt is nagyon hamar meggyőzött. Azt látják, hogy a gyerekeik tudás megosztásával töltik az idejüket. Még az iskola igazgatója is a saját szemével szeretné látni a Classcraftot.
A fejlődés hihetetlen ahhoz képest, hogy mennyire kevés időt kell rá szánni a tanórákon. Annyira meggyőzött ez a koncepció, hogy kezdem kiterjeszteni a többi csoportomra is. Annyira sikeres, hogy azok a tanulók, akiket nem is ismerek, jönni akarnak kínait tanulni és játszani a Classcrafttal. A tapasztalatom összességében az, hogy a Classcraft nagyszerű módja a tanulás érdekessé és szórakoztatóbbá tételének, és a tanulók soha nem unatkoznak.
Véletlenül találtam rá a Classcraftra egy játékos weboldal egy cikkében. Mivel magam is nagy játékos vagyok, ezért kifejezetten érdekel, hogyan lehet a videojátékokat integrálni az osztályaimba, és korábban mindkét szakdolgozatomat a videojátékok angol oktatásba integrálásából írtam. A Classcraftot a hetedikes osztályommal próbáltam ki, és meglepetésemre az összes gyerek az első pillanattól kezdve rendkívül izgatottá vált, és ez kitartott egészen a végéig. A tanóráim interaktívabbá és szórakoztatóbbá váltak. A Classcraft lehetővé tette, hogy szerepjátékos elemeket vonjak be az óráimba, és ez a feladatokat, házi feladatokat, teszteket és értékeléseket érdekes kihívásokká és küldetésekké változtatta.
A Classcraft alkalmazásának legszebb pillanatai azok voltak, amikor láttam, hogy a legkevésbé aktív és szociális problémákkal küzdő tanulók is együtt tudtak működni a csapattársakkal a kihívások teljesítéséért. Ennek eredményeképpen a tanulók jegyei és munkáik minősége jelentősen javultak. Várom, hogy elkezdhessem a játékot a 8., 9. és 11. osztályos tanulóimmal. Továbbá várom a tanárképzéseket (Continuous Professional Development) is, hogy bemutassam a Classcraftot a kollégáimnak is.