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Web 2.0 :
Classcraft
Proposal
“Classcraft’s mission is to make school more relevant and
meaningful by creating playful and collaborative learning
experiences that teach the whole child.”
“We believe that the classroom can be reimagined using technology, games, and storytelling to create a learning environment that is
culturally relevant to today's youth. Their future is likely to be very different from what we know today. It's our belief that fostering non-
curricular cognitive skills like collaboration, empathy, leadership, communication, and self-expression will be a critical piece in helping
prepare them for the changes they will face as adults.”
● Classroom Management
● Formative assessments
● Communication
● Personalized learning
● Collaboration
● Data Driven insights
WHAT
DOES IT
PROVIDE?
Quests & Immersive Learning
ISTE
STANDARDS
Designer
● Explore and apply instructional design principles to create
innovative digital learning environments that engage and
support learning.
● Use technology to create, adapt and personalize learning
experiences that foster independent learning and
accommodate learner differences and needs.
● Design authentic learning activities that align with content
area standards and use digital tools and resources to
maximize active, deep learning.
PRICING
“
○ MOTIVATING COMPUTER SCIENCE STUDENTS BEYOND CLASSWORK WITH GAMES
AND GAMIFICATION - University of North Carolina
○ Can Gamification or Game Based Learning via BYOD Increase Active Engagement in
Learning Activities for Student’s Age 8 - 11 years? - University of Roehampton London
○ Social Engagement in a Digital Role-Playing Game dedicated to Classroom Management -
University of Switzerland
SUPPORTING
RESEARCH
Resources & Works Cited
● Images : https://www.classcraft.com/ & Prezi E-Platform Reviews
● Research Articles : https://www.classcraft.com/research/#social-engagement-in-a-
digital-role-playing-game
● ITSE Standards:
https://conference.iste.org/2018/program/search/detail_session.php?id=110899728
● Presentation Tools: https://www.slideshare.net/ & Google Drive

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Web 2.0 classcraft proposal

  • 2. “Classcraft’s mission is to make school more relevant and meaningful by creating playful and collaborative learning experiences that teach the whole child.” “We believe that the classroom can be reimagined using technology, games, and storytelling to create a learning environment that is culturally relevant to today's youth. Their future is likely to be very different from what we know today. It's our belief that fostering non- curricular cognitive skills like collaboration, empathy, leadership, communication, and self-expression will be a critical piece in helping prepare them for the changes they will face as adults.”
  • 3. ● Classroom Management ● Formative assessments ● Communication ● Personalized learning ● Collaboration ● Data Driven insights WHAT DOES IT PROVIDE?
  • 5.
  • 6. ISTE STANDARDS Designer ● Explore and apply instructional design principles to create innovative digital learning environments that engage and support learning. ● Use technology to create, adapt and personalize learning experiences that foster independent learning and accommodate learner differences and needs. ● Design authentic learning activities that align with content area standards and use digital tools and resources to maximize active, deep learning.
  • 8. “ ○ MOTIVATING COMPUTER SCIENCE STUDENTS BEYOND CLASSWORK WITH GAMES AND GAMIFICATION - University of North Carolina ○ Can Gamification or Game Based Learning via BYOD Increase Active Engagement in Learning Activities for Student’s Age 8 - 11 years? - University of Roehampton London ○ Social Engagement in a Digital Role-Playing Game dedicated to Classroom Management - University of Switzerland SUPPORTING RESEARCH
  • 9. Resources & Works Cited ● Images : https://www.classcraft.com/ & Prezi E-Platform Reviews ● Research Articles : https://www.classcraft.com/research/#social-engagement-in-a- digital-role-playing-game ● ITSE Standards: https://conference.iste.org/2018/program/search/detail_session.php?id=110899728 ● Presentation Tools: https://www.slideshare.net/ & Google Drive

Editor's Notes

  1. Classcraft is a Web 2.0 gamification platform that I would like to propose for school wide adoption.
  2. To suggest school wide adoption, you must be asking yourself