Classcraft Justification
Research
Motivating students can be challenging for teachers. When it comes to arousing, directing, and maintaining specific behaviours over a period of time, gamification platforms, such as Classcraft, can be beneficial (Rivera-Trigueros & del Mar Sanchez-Perez., 2020). Literature has revealed that there is a distinction between intrinsic motivation - motivation that arises within the individual and which needs to be strengthened through the stimulation of curiosity, decision-making, and autonomy, and extrinsic motivation - motivation due to external forces such as rewards and consequences (Rivera-Trigueros, I., 2020).
The literature also tells us that three motivational components allow students to self-regulate their learning. The expectancy component is a belief in the performance of a given task. The value component includes a belief in the relevance and personal interest of a set goal. The affective component is the emotional reaction a student has to a given task (Rivera-Trigueros & del Mar Sanchez-Perez., 2020).
A positive attitude towards learning and being open to different cultures and cultural communities will increase all areas of motivation. This will lead to increased academic performance (Rivera-Trigueros & del Mar Sanchez-Perez., 2020). Technology has provided us with new ways of motivating students both intrinsically and extrinsically. One way of strengthening student motivational needs is through gamification (Rivera-Trigueros & del Mar Sanchez-Perez., 2020).
Classcraft is a role-playing platform that can be used for classroom instruction. It includes the creation of avatars and teams, the accumulation of points and powers, the completion of quests, and the use of various tools that create a gaming experience (Rivera-Trigueros & del Mar Sanchez-Perez., 2020). Its aim to increase the intrinsic and extrinsic motivation of learners and to allow teachers to set up a learning experience that fosters specific behaviours for classroom management (Rivera-Trigueros & del Mar Sanchez-Perez., 2020).
A study by Rivera-Trigueros and del Mar Sanchez-Perez (2020) used 43 English as a Foreign Language (EFL) students in which the role-playing platform Classcraft was used during instruction. The study revealed that gamification increased and strengthened student motivation within the classroom. It also increased participation which is one of the key factors to a successful EFL class (Rivera-Trigueros & del Mar Sanchez-Perez., 2020).
In another study, Ferriz-Valero et al., (2020) discussed how gamification had a positive impact on student motivation when learning when curricular content was being taught in PE classrooms. They also discussed how gamification created meaningful experiences within a PE educational setting. Their study, which involved 127 university students, revealed no significant increase in intrinsic motivation but did reveal significant increases in extrinsic motivational components (Ferriz-Valero et al., 2020).
In a meta-analysis regarding the learning achievement and motivation of students using Classcraft, Zhang et al., (2021) concurred that Classcraft positively affected both learning and motivation through gamification experiences. The authors also concluded that Classcraft provides an optimal gamified experience. They concluded that the combination of the penalty and rewards system and tight integration of curricular outcomes to gameplay contribute towards creating an engaging and motivating learning experience.
Furthermore, Parody et al., (2022) conducted a study to determine if a gamified setting could increase motivation, enhance learning, and develop the four C’s (Critical Thinking, Creativity, Communication, and Creativity). While an integral part of 21st Century teaching and learning, the 4 C’s were extraneous to our exploration as we mainly focused on motivation and learning engagement.
In their study, Parody et al., (2022) used a first-year engineering degree mathematics class. Seventy-six students participated and were separated into a gamified class of 38 using Classcraft and a control group of 38 with no gamification. Powers and Behaviours were developed that mirrored outcomes required in this specific class and also touched on the 4 C’s. The study determined that using gamification, and Classcraft specifically, increased learning engagement. This was determined through descriptive statistics noting that the mean mark in the course was higher in the gamified group than in the control group. Also, the distribution of marks was more heterogeneous in the gamified group than in the control group. Both of these factors suggest that gamification does enhance learning ability and motivation.
Jon's In-Class Experience
In Jon’s classroom, the student's engagement and motivation to complete assignments increased over the three weeks. Once the learning curve of the platform was overcome and any external challenges to implementation were dealt with, students got into a routine of using the platform and enjoyed watching their avatars grow. Fewer assignments were turned in late, and the number of early assignments also increased. Using the volume meter and companion mobile app during specific activities decreased the frequency of off-task and disruptive behaviour. Classcraft is now integrated into the Social Studies block, where students perform upkeep on their characters and proceed into any learning activities. Finally, students will take care of any end-of-class character upkeep.
Eric's In-Class Experience
After watching multiple videos explaining the structure and gameplay of Classcraft, Eric’s grade 4 Language Arts students were surveyed. The questions were close-ended and included “do you find gaming programs such as Classcraft interesting, and do you think Classcraft would motivate you to complete class assignments? 13 students were surveyed and all 13 students answered yes to both questions.
Based on this data, Classcraft was implemented in Eric’s class as a pilot project. All 13 students participated in the pilot project and observational data was collected over a period of one full school week. The data revealed that after one week of implementation, there was an increase in motivation, engagement, and, positive attitudes regarding learning tasks. When surveyed again all 13 students said that Classcraft increased their motivation to learn and was a fun addition to the structure of the class.
Here are some quotes from the students:
"I love this game. My avatar is awesome!"
"I'm so close to getting my first power. I can't wait!"