What is Classcraft?

Classcraft is an educational role-playing game designed for collaborative play between teachers and students within the classroom setting. Employing familiar gaming elements, students have the opportunity to advance to higher levels, collaborate in teams, and acquire abilities with tangible real-world effects. Serving as a gamified overlay to any curriculum, this game revolutionizes the overall classroom experience over the course of the school year. 

How does it work?

Classcraft uses game mechanics to help teachers manage their classes and make lessons more engaging by using some of the systems as seen below.

 Classcraft as described by co-founder and CEO, Shawn Young

What makes Classcraft unique?

Classcraft allows the user (typically a student) to create and design their "character" which they will use to interact with classmates and their teacher.  This character design is similar to what you would experience when creating an avatar in a role-playing video game.  This character will be used to participate in gamified learning experiences and achieve points for various achievements in the classroom.  For example, a student can gain +100 XP for finishing their homework on time.  The gamification of classroom management makes Classcraft a one-of-a-kind experience for educators and students.

Self-Determination Theory

Classcraft claims there approach is rooted in Self-Determination Theory (SDT), a theory based on human motivation and personality. SDT emphasizes the interplay between intrinsic and extrinsic motivations, exploring how external factors and internal values contribute to individuals' actions. The theory identifies three basic psychological needs—autonomy, competence, and relatedness—and asserts that satisfying these needs promotes well-being and optimal functioning. SDT provides a unique perspective on understanding human behavior by examining the dynamic interaction between individuals and their social context (Ryan R., 2017).

About Shawn Young 

Co-founder and CEO of Classcraft

Shawn Young currently serves as the Vice President of Product Management and Strategy for Core Digital Classroom Experience at the educational technology company HMH. In this role, he focuses on guiding teams in the creation of innovative digital platforms that enhance effective instruction.

Shawn has spent over a decade as the co-founder and CEO of Classcraft, where he pioneered a positive behavior approach that motivated students through the integration of gaming culture and mechanics. Classcraft emerged as a global leader in gamification, positive behavior intervention, competency development, and instructional tools. Alongside his entrepreneurial endeavors, Shawn brings a wealth of educational experience, having taught 11th-grade physics for nine years. He holds a bachelor's degree in physics and a master's in education from Université de Sherbrooke, and he is also an accomplished web developer.