In this presentation, Classcraft Ambassador Laura Trauth shares her knowledge and experiences for using Classcraft in college and online classes. Learn more: www.classcraft.com
Best Practices for Using Gamification in College & Online Classes
1. We’ll be starting the live broadcast soon!
In the meantime, here’s a special video from Classcraft and District 62.
2. Presented by Laura Trauth, Professor of History
The Community College of Baltimore County
Using Classcraft in College & Online Classes
Laura Trauth @laura_trauth ltrauth@ccbcmd.edu
3. College Is “Serious” Learning
So why add Classcraft to your classroom?
● It’s fun and whimsical, which is not antithetical to rigor and deep
learning
● Gives students ownership over their choices and encourages a growth
mindset
● Increases engagement and participation
● Encourages collaboration, critical thinking, and enjoyment both
inside and outside of class
● Helps non-traditional students engage with the course material
4. ● Our K12 colleagues remind us that learning
should be FUN!
● Gamification is the integration of aspects of
gameplay & game design into an existing system
○ Achievement, Repetition, Choice,
Narrative, Mystery, Competition ...
● Just a few aspects or entire course
● Classcraft is an easily customizable system that
forms a framework for gamification, regardless of
subject matter
Games in the Classroom
5. Know Your Students
Community college students are:
● Often non-traditional (older, with children,
working multiple jobs, veterans, or
1st-generation college)
○ Some play computer games or mobile games
○ Many do not
● Sometimes lacking in internal motivation
(especially in general education classes)
○ Focused on career goals
● Commuter students
○ Isolated from the campus community
6. Know Your Students
Community college students are:
● Underprepared
○ Nationwide, up to 70% need remediation in Math and
English/Writing
○ 80% fail to complete Math requirements
● Lacking in confidence
○ Only 37% of at-risk students feel they can achieve their
goals
○ Many do not have a growth mindset
○ New to college
7. What College Students DON’T Need
● Behavioral modification tools
○ Students may not pay attention, but they aren’t often
disruptive
● Punishments for things like being late to class can
be demoralizing
○ Students are usually late due to family issues, late busses,
work …
● Classroom privileges
○ We don’t have assigned seats, class time to work on
homework, or widespread bans on food and drink
8. What College Students DO Need
● A way to feel engaged with the material
● Positive feedback and ways to feel they are making
progress in class
● Connections with their classmates
● A fun and supportive classroom environment
● The chance to make their own decisions, good or
bad, about their education
● Opportunities for leadership
I encourage you to use Classcraft as the framework for
multiple elements of gamification in your classroom!
9. Customizing for the FTF Classroom
Powers should be:
● Practical and significant
○ Opening a window or changing seats isn’t perceived as a reward
○ Revisions, exam hints, notes on exams, and extensions are
○ Make the powers what your students ask you for!
○ Tied into your larger class theme if possible.
● Symmetrical
○ Significant (grade-affecting) powers should be available to all
characters
10. Customizing for the FTF Classroom
Sentences
● Adult learners
○ To get buy-in, let them make most sentences
○ Guidelines: They should be things to help
someone get back on track, not punitive
● Block power use until sentences are
served if the student procrastinates
○ Change password!
11. Customizing for the FTF Classroom
XP and Random Events
● Reward academic effort and engagement
○ Coming to office hours
○ Submitting assignments early
○ Sharing notes and study aids
● Reward active participation
○ Change up lecture so it’s more Q&A
● Review all events for appropriateness to your
classroom
○ Don’t be afraid to keep the whimsical ones!
12. Customizing for the FTF Classroom
Groups
● Adult learners benefit from choice
○ Delay putting students in groups for 2-3 weeks
○ Have some group work during that time
○ Ask students to work with different classmates for each
assignment
○ Then they can choose own groups
● Commitment
○ Ask them to commit specifically to how they will help and be
there for their team!
13. Customizing for the Online Classroom
Random Events
● Revise events so they can be done online
○ Example: speak Pig Latin becomes typing in Pig Latin
● Encourage logging in
○ Have many events that reward students for logging in
and sharing something with the class
■ Personal/fun facts
■ Course content related
■ Give significant XP for this
14. Customizing for the Online Classroom
Groups
● Choice and commitment are still important
○ Less chance for students to meet one another
● Self-assessment
○ Ask students to self-assess comfort with the class
○ Balance groups with more/less comfortable students
○ Gender-balanced as well, if possible
● Larger groups
○ Anticipate about 25% will not participate in the class
○ Aim for ~8 or 9 per group to begin with
15. Lessons Learned
● Reaching students who don’t play games
○ Introduce Classcraft as a “rewards system” rather than as a
game, especially for older learners/non-gamers
○ Conversely, explain to the gamers that this is not a
traditional game but one “played” by being a dedicated
student!
● Time requirements
○ Make it clear that the game does NOT add significant time
● Accept that some will not participate
○ But also let them know how they will benefit if they do!
● Be open to feedback
○ If a power isn’t working, change it!
16. A Few Testimonials
● “Classcraft is one of the reasons why I have such a good grade in history this semester. This game is
wonderful, and I am looking forward to playing it again in History 102 in the fall of 2015. ” Chad D.
● “In the beginning of the semester when you first introduced the Classcraft option to the class, I was very
skeptical about doing it. I thought that it would be a time-consuming hassle and just another thing that I
would have to worry about. I decided to give it a shot, and I'm really glad that I did. It helped me a lot this
semester with having a consistent group that I could consult with for review questions and work with for the
labs you assigned. Classcraft also encouraged me to participate more in class so that I could earn XP. I think
this also encouraged me to pay attention more to the material we were learning.” Purnell S.
● “Honestly, I thought Classcraft was a good way for people to learn and to help people out on assignments.
People in our class became more interactive and participated more because of the Experience Points they
could gain from answering questions. Also, since we got to choose who were in our groups, we interacted
with our classmates more and got to know one another instead of not getting to know anyone in the class,
[which would have made] it awkward.” Thomas K.
● I really enjoyed playing Classcraft. In comparison to my other classes, I felt that Classcraft encouraged much
more class participation and helped develop relationships between classmates. Actually, I told a few of my
other professors about it when they expressed concerns of lack of participation. Meghan A.
17. References
“Non-Traditionals: The New Disruptive Force in Higher
Education,” Barnes & Noble Enlight
https://facultyenlight.com/node/44773659
“Say Goodbye To X+Y: Should Community Colleges
Abolish Algebra?” NPRed
http://www.npr.org/2017/07/19/538092649/say-goodbye-
to-x-y-should-community-colleges-abolish-algebra
Explore Like a Pirate by Michael Matera
(also https://explorelikeapirate.com/)
The Multiplayer Classroom, Lee Sheldon
18. Laura Trauth
Western Civ and U.S. History
ltrauth@ccbcmd.edu
https://ltrauth.wordpress.com/
@laura_trauth
classcraft.com
facebook.com/classcraftgame
@classcraftgame
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