Game theory, elements and design for ClassCraft analysis

Classcraft also has many platforms that it can be used on. I used this on my PC. Classcraft is a gamification app. Instead of a game platform it adds game features to real life activities. It has clearly define rules that can be customized by the teacher with video game features like customization of avatars, powers that are symbolic with real life reward, challenges and tasks with real life consequences, and a game themed story line implementing story telling through random events and goals created by the teacher. Classcraft is also able to be customized with villains and random events to add excitement. The avatars can gain and lose points and level up. The can compete on an individual level and as a team.

Classcraft uses scaffolding to move students from one level of knowledge to the next through class based goals, such as helping another student, or passing in homework on time, or fulfilling an academic goal, by rewarding them with experience points that help them level up. When challenges are not met then students can lose health points. In the paid version of the game you can award gold pieces. This is based on Extrinsic Motivation in game theory.When a student levels up they gain “powers” which essentially is a real life privilege determined by the teacher. Each small goal achieved adds up to larger and larger rewards. In this scaffolding is achieved. The Self Determination Theory is applied in the ability to customize the students avatar, giving them a sense of autonomy and control. Because the teacher can customize the goals and activities they can make them achievable and challenge the student encouraging success and competency. In addition students can work together on teams which connects the students to one another thus achieving this goal in the self determination theory.

Because all the activities are based on real life performance throughout the academic year. This achieves Distributed Learning/Spaced Practice. The rewards, privileges, team goals and penalties are continued and spaced rather than a being centered on one specific win/lose goal. The rewards are based on measured achievements rather than completion achievements. Testing/Spaced Retrieval is achieved through repeat rewards or consequences based on specific goals, behaviors and events determined by the teacher. The game does feature set goals and suggestions for activities, challenges, rewards and consequences that can be used, changed or adapted for ease of implementation.

The camaraderie of the team environment helps achieve Episodic Memory. The game enhances this by creating random events. These are fun or challenging story based events that can be randomly generated with surprise goals and consequences, one example being that a specific person, team or the whole class has to talk like a pirate for the day.

Game based dynamics need to be implemented by the teacher using real life activities. IE if the teacher wanted to implement Race and escape they would need to design it into the class craft program through a random event or a team/individual goal/challenge. Collecting, acquiring, and allocating resources is achieved during team play. If a team member falls in battle due to to many HP losses, there are consequences for the whole team. This can be prevented through the allocation of resources and powers that can rescue team mates, restore their HP and otherwise share goals to achieve success. In order to be able to rescue team mates, the individual players need to collect experience points themselves or acquire gold pieces to better protect the team as a whole. This also allows Strategy among team players who choose or are assigned different rolls such as Warrior, Healer, or Mage each with different level up powers to aid in the success of the team. By sharing HP or using powers, hence reducing resources the individual and team must decide if the trade offs or beneficial for the team and for the individuals. This also adds elements of Conflict, Cooperation, and Competition.

This gamification app has limited Constructing and creating in the avatar designs unless you purchase the full version. Other aspects of Constructing and creating would need to be built into the course by the teacher and the Classcraft used to enhance the activity. Over all Classcraft has Goals, Rules, and Objectives that are shared with students and parents and built into the app as well as allowing for customization features used by the teacher.