Tier 2 & 3: Give your most at-risk students the support they need
Tier 1 interventions are the foundation of any tiered intervention initiative. But once you’ve identified students with Tier 2 or Tier 3 needs, how do you help teachers consistently support them?
In Classcraft, behavioral teams can:
This allows teachers to reinforce specific behaviors for students with particular needs, while reinforcing Tier 1 expectations for their entire class.
What’s more, using Classcraft’s curriculum engine, Quests, is completely designed around RTI best-practices and differentiated instruction.
Continuity matters: manage motivation seamlessly, either in person or remotely
Students disengage with remote learning because of a lack of intrinsic motivation, but also because they don’t know how to be good remote learners yet. This makes setting behavior expectations in remote education more important than ever. But which behaviors should we teach, and how do we do it?
Working with thousands of schools, Classcraft has developed the first set of standards for remote learning, based on 3 core skills:
For each of these competencies, different behaviors with different mastery levels have been identified and are built into the platform.
Switching from in-person instruction to remote learning, or vice versa? With one-click, change your school’s behavior presets and sync the new behaviors with all of your teacher accounts.
Promote positive behaviors that align with your district’s biggest priorities
Classcraft’s behavior presets make it easy to develop skills and competencies by promoting positive behaviors schoolwide. Our approach aligns with well-documented practices like PBIS, MTSS and SEL – encouraging positive behaviour through gameplay mechanics such as earning experience points (XP) and levelling up. Using Classcraft, schools transform their behavior, SEL and climate initiatives into a game-like experience that’s all about celebrating wins.
Because Classcraft provides a common language for discussing and recognizing positive and negative behaviors, student behavior completely changes, as evidenced in this case study.
Student-driven implementation gives you data you can use
The fact that kids love Classcraft isn’t just helpful for getting students and staff to buy in.
Because students — and not teachers or parents — drive the implementation, Classcraft generates a constant flow of high-fidelity data that provides clear insights into student behavior and school culture, and specifically what’s actually working and what’s not.
Better data, better decisions
With Classcraft’s unique data, educators can go beyond simple referral data and better understand what’s happening in the classroom or at home and identify students with potential Tier 2 needs much earlier.
Using pre referral data such as positive exhibited behaviors (or lack thereof) and identifying macro behavioral trends, behavioral and special education teams can identify the students that need the most help before they rack up referrals.
Reporting, made easy
Because Classcraft’s behavior presets can be aligned to common standards like CASEL or customized for your district’s priorities, reporting progress toward those objectives is easier than ever.
Driving intrinsic motivation to advance learning outcomes
Classcraft's motivational approach is based firmly on Self-Determination Theory, a well-researched psychological framework to explain what drives individuals to engage in specific activities. By fulfiling players' needs for exercising control, developing competency and experiencing relatedness, games are effective external systems to foster intrinsic motivation. In other words, games are great at making you want to play them.
By enabling educators to use common gaming mechanics in their instruction, Classcraft helps their students see meaning in school and develop the competencies to become better learners. Classcraft's features are all connected to developing different facets of intrinsic motivation and as such, are extremely effective at driving engagement. In fact, one study by UNC Charlotte showed student participation in online classes increasing from 53% to 97% .
Games promote equity
Inequity manifests itself when students don’t have equal access to opportunity. Games, and Classcraft, are a true meritocracy – whoever a student is, regardless of race or gender, they have equal opportunity to earn points, level up and unlock powers and digital swag. Game points are completely egalitarian and build structure towards attaining opportunities. It’s true that some kids have relative advantages based on their background, but Classcraft is designed to help them improve regardless of their starting point. In gaming, there is no ceiling on what any child can achieve.
Kids love games
Games aren’t just a part of youth culture, they define it. In fact, gaming completely dwarfs every other cultural medium in terms of scale, be it films, TV, music, or professional sports. By creating a shared experience through games, Classcraft gives educators an authentic way to connect with students.
Collaboration > Competition
Competition and collaboration are powerful mechanisms with which to build intrinsic motivation. In an academic setting, competition can leave the losing students — often the ones who need additional support — feeling more demotivated and disengaged.
Classcraft takes a clear stance in promoting collaboration. By using a character class system, delivering classroom experiences that put collective experiences at the forefront, and making winning a team experience, we redefine the social dynamic in the classroom. The result? A more meaningful learning experience that supports teaching SEL competencies and builds stronger relationships between students and positive culture.