https://www.edsurge.com/news/2019-09-17-classcraft-raises-7-5-million-to-turn-classrooms-into-collaborative-adventure-games
Over 250 million people play the shooting game “Fortnite,” with dance moves from the game seen at weddings and mimicked by professional athletes. And “Minecraft” has become a hit in classrooms.
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more on classcraft in this IMS blog
https://blog.stcloudstate.edu/ims?s=classcraft
Game On: Physics Teacher Creates World of Classcraft
http://ww2.kqed.org/mindshift/2013/04/30/game-on-physics-teacher-creates-world-of-classcraft/
World of Classcraft, a not-so-subtle nod to the world’s most popular online role-playing game
n a manner similar to other role-playing games, students assume a class—in this case a Mage, a Warrior, or a Healer—that each boasts specific abilities. Working in teams of roughly six to eight students, Young said each student aspires to gain experience points related to positive classroom interactions, and avoid losing hit points for negative activities.
For example, students get 50 experience points for finding a mistake in class notes; 60 points for answering a classroom question correctly; and 100 experience points for good attitude and participation throughout class.
Alternately, students get -10 hit points for arriving late to class and arguing with the game master (teacher) and -30 points for not fishing homework.
Fact or Myth?
Device Implementation Is Possible Without the Headache!
Presented by the Classcraft Learning Team
Eric Davis & Kinshasa Marshall @classcraftgame eric@classcraft.com kinshasa@classcraft.com
https://www.edweb.net/.5b97fbb8/ Gaming 03-28-19 Slides1-1qgto1x
! Tasks with motivational gamified mechanics → improvement in 21st-century learning skills, technical competencies,
independence, and personal accountability for devices and their readiness
! Student-led, independent, and sophisticated use of devices increased roughly 100%
! “Gamification as a motivational tool and platform for online delivery of learning activities and resources is a critical element of
integrating technology into schools”
! Students placed a greater value on their devices being present and ready to use in order to enjoy gamified content
! The use of gamification capitalized on the curiosity aspect being at the center of intrinsic motivation — encouraging students to
explore what their devices can do for them in general and what they are capable of given the task, some direction, and a
prospective reUward
Planning, care FOR and ABOUT the device