Words of wisdom from a virtual student and a virtual employee.

For those who do not know me I have been isolated by poverty and distance since childhood. Technology has freed me from those bounds. I have been a virtual student since 2001 and have been a virtual employee for almost as long. I am forever surprised at the fear of technology that exists in our schools and in our professions. I worked for five years as a teacher and was daily faced with having to defend technology and argue its value and importance. Even as a Masters student I am still shocked at how slow educators and professionals are to accept technology due to misconceptions and fear. So here are my thoughts on the benefit of hybrid meetings using technology to facilitate networking and engagement.

While students and employees continue to benefit from face to face networking in a function room, new technologies are increasingly advancing with the ability to draw in participants who would otherwise be isolated. New technologies, not subject to physical boundaries are becoming increasingly more accessible.

This can be accomplished through personal mobile devices or virtual meeting environments, technology is the key to expanding outreach and the way content is communicated, both in conjunction with and separate from face to face communication. Not only are people who are limited by distance or other boundaries drawn into the discussion where they would otherwise be excluded, but those within the physical environment have access to a more engaged degree of interaction.

Overcoming fear of new technologies as taboo has always been a challenge. From the onset of telephonic conferences, rejected as impersonal, to video conferences rejected as intrusive, the taboo of having any electronic device in a classroom or meeting, all these taboos have been overcome and can now be looked back upon as the fear of change that slowed networking progress. 3D environments is the current taboo that professionals face in all fields that require networking and collaboration.

Mobile technology and social media are the current most active trends. 3D environments are quickly catching on, from virtual worlds to the development of walk in 3D web pages. The use of 3D environments are proving to increase engagement with the ability to learn and collaborate in meeting spaces. It is becoming common place to see layered meetings, even with face to face interaction, combined with distance communication and participants, live streaming, recording, gamification within the presentations, and multiple levels of interaction with links, slide shows, and even independent exploration of all of these options inside virtual environments.

Virtual meeting technology is efficient and cost effective. It eliminates travel, saves time, reduces expenditures, and increases convenience for the participant. It is also more environmentally friendly and quickly being adopted in the business fields, even as an alternative to the brick and mortar work space for all of the reasons mentioned above.

Companies have virtual employees using adobe rooms, Skype, Zoom, messenger, virtual networks and remote desktops because it is cost effective and convenient on a global scale. Colleges are needing to help students embrace virtual technology not only as a social and educational venue, but in career preparation in order to encourage future success.

Hybrid or blended meetings are the bridge for those still uncertain when it comes to improvements that require open mindedness towards newer technologies. Hybrid meetings have real time face to face components as well as virtual components, such as live streaming a conference or meeting with a group to experience a 3D immersive tour and discussion. Back channel conversations on social media, twitter, Facebook, or even meeting platforms such as Zoom, can work in conjunction with live events or live virtual immersive events.

Virtual meetings and immersive environments will never replace face to face interaction but they can greatly enhance them. We are social beings and physical proximity will always be a major aspect of networking and engagement. Emerging technologies merely enhance the experience and remove the boundaries that prevent many from participating. Those individuals who would otherwise feel isolated due to financial, physical, distance or other challenges, through blended environments are able to contribute and collaborate. The exploration of these interactive and immersive formats challenge us to become more relevant and more engaging. What a great opportunity to continue developing relationships that may start at a college or business event and be able to be nurtured and continued through the use of virtual and immersive technology.

Treasure hunt scripts

 

This is the script for a wearable hud that works with other game features as well. For this example we will use it just to collect tokens for finding gems. You would put this in a wearable object like jewelry,  a badge or a hat etc.

// The actual HUD //
// ——————————————–
// ——————————————–
// declare / define global variables //

integer pCoins = 0;
integer pGems = 0;
integer pScore = 0;
string vhCustomTitle = “Tresure Hunt”;
string vhTitleOffset = ” \n \nThanks for trying the Game Kit.\nBegin by collecting gem.”;
string vhMessageLine = “\n \n “;
string vhCoinString = “”;
string vhGemString = “”;
string vhScoreString = “”;
integer vhAccessCost = 0;
list pPuzzleList = [];
integer pHUDworn = 0;
string gsCardOneName = “config”;
string g_sNoteCardName;
list gOneCard;
list g_lTempLines;
integer g_iLine;
key g_kQuery;

initialize(string _action) {
if (_action == “”) {
loadNoteCard(gsCardOneName);
} else if (_action == “finish”) {
integer i;
for (i = 0; i< 7; ++i)
{
string tLineText = llList2String(gOneCard,i);
if (i == 0)
{
vhAccessCost = (integer)right(tLineText,”:”);
}
if (i == 1)
{
vhCustomTitle = right(tLineText,”:”);
vhCustomTitle = vhCustomTitle + “\n “;
}
if (i == 2)
{
vhTitleOffset = right(tLineText,”:”);
vhTitleOffset = vhTitleOffset + “\n \n “;
}
llListen(999,””, “”,””);
//llListen(reset_channel, “”, “”, “”); // RESET channel

}
}
}

loadNoteCard( string _notecard ) {
g_lTempLines = [];
g_sNoteCardName = _notecard;
g_iLine = 0;
g_kQuery = llGetNotecardLine(g_sNoteCardName, g_iLine);

}

notecardFinished(string _notecard){
if (_notecard == gsCardOneName) {
gOneCard = g_lTempLines;
initialize(“finish”);
}
}

// ——————————————–
// ——————————————–
// define global custom functions //
// these are from the lsl tutorials //

string left(string src, string divider) {
//llSubStringIndex
// find the first appearance of the divider
integer indexLF1 = llSubStringIndex( src, divider );
if(~indexLF1)
// check to see that the appearance falls in a positive number position
//string llDeleteSubString(string src, integer start, integer end)
// remove all of the text that falls to the right of the first divider
return llDeleteSubString( src, indexLF1 + llStringLength(divider)-1, -1);
return src;

}

string right(string src, string divider) {
integer index = llSubStringIndex( src, divider );
string tString = “”;
if (~index)
{
// this fetches the string to the right of the first marker
tString = llDeleteSubString( src, 0, index + llStringLength(divider) – 1);
//llSay(0,”whats left ” + src);
// now we need to get the right half of that
integer indexSR1 = llSubStringIndex(tString, divider);
if (~indexSR1)
{
// here’s the far right side of a 3 part list
tString = llDeleteSubString(tString, 0, indexSR1 + llStringLength(divider) – 1);
}
}
return tString;
}

string center(string src, string divider) {
integer index = llSubStringIndex( src, divider );
string tString2 = “”;
if(~index)
{
tString2 = llDeleteSubString( src, 0, index + llStringLength(divider) – 1);
integer indexC1 = llSubStringIndex(tString2, divider);
if (~indexC1)
{
return llDeleteSubString( tString2, indexC1 + llStringLength(divider)-1, -1);
}
}
return tString2;
}

default
{
on_rez(integer start_param)
{

if (llGetAttached() > 30)
{
pHUDworn = 1;
initialize(“”);
llSetText(vhCustomTitle + vhTitleOffset + “\n \n “, <0,0,0>, 1);
}else{
llSetText(“”, <0,0,0>, 1);
llSay(0, (string)llGetAttached());
}

}
state_entry()
{
initialize(“”);
integer messageInt = llListen(1717, “”, NULL_KEY, “” );
integer messageInt2 = llListen(1718, “”, NULL_KEY, “” );
integer messageInt3 = llListen(1719, “”, NULL_KEY, “”);
integer messageInt4 = llListen(1791, “”, NULL_KEY, “”);
integer messageInt5 = llListen(1616, “”, NULL_KEY, “”);
integer messageInt6 = llListen(2654, “”, NULL_KEY, “” );
vhCoinString = “\nTOKENS: “+(string)pCoins;
vhGemString = “\nPRIZES: “+(string)pGems;
pScore = pCoins * pGems;
vhScoreString = “\nPOINTS: “+(string)pScore;
}

touch_start(integer total_number)
{
// if they touch the scorekeeping object – readout the scores
vhCoinString = “\nTOKENS: “+(string)pCoins;
vhGemString = “\nPRIZES: “+(string)pGems;
pScore = pCoins * pGems;
vhScoreString = “\nPOINTS: “+(string)pScore;
if (pHUDworn == 1)
{
llSetText(vhCustomTitle+vhMessageLine+vhCoinString+vhGemString+vhScoreString, <0,0,0>, 1);
}else{
llInstantMessage(llGetOwner(),vhCustomTitle+vhMessageLine+vhCoinString+vhGemString+vhScoreString);
}
}

listen( integer channel, string name, key id, string message )
{
if (channel == 1717)
//llSay(0, (string)channel + ” ” + name + ” ” + (string)id + ” ” + message);
{
string mesR = right(message, “:”);
string mesL = left(message, “:”);
string mesC = center(message, “:”);
integer tValue = (integer)mesR; // convert the coin string to a number
//llSay(0, (string)llGetOwner());
//llSay(0, mesL);
if (mesL == (string)llGetOwner())

// this is the parse for hud owner messages only
{
//llSay(0, “LINE 110: ” +(string)tValue);
pCoins = pCoins + tValue;
// fix according to positive v negative values
vhCoinString = “\nTOKENS: “+(string)pCoins;
vhGemString = “\nPRIZES: “+(string)pGems;
pScore = pCoins * pGems;
vhScoreString = “\nPOINTS: “+(string)pScore;
if (pHUDworn == 1)
{
llSetText(vhCustomTitle+vhMessageLine+mesC+vhCoinString+vhGemString+vhScoreString, <0,0,0>, 1);
}else{
llInstantMessage(llGetOwner(), vhCustomTitle+vhMessageLine+mesC+vhCoinString+vhGemString+vhScoreString);
}
}
// llSay(0, (string)pCoins);
}

if (channel == 1718)
{
string mesR = right(message, “:”);
string mesL = left(message, “:”);
string mesC = center(message, “:”);
integer tValue = (integer)mesR; // convert the coin string to a number
//llSay(0, mesL);
//llSay(0, (string)llGetOwner());
if (mesL == (string)llGetOwner())
{
if (tValue > 0)
{
if (pCoins >= tValue)
{
//llSay(0, “LINE 132: ” +(string)tValue);
pCoins = pCoins – tValue;
}else{
pCoins = 0;
}
}
vhCoinString = “\nTOKENS: “+(string)pCoins;
vhGemString = “\nPRIZES: “+(string)pGems;
pScore = pCoins * pGems;
vhScoreString = “\nPOINTS: “+(string)pScore;

if (pHUDworn == 1)
{
llSetText(vhCustomTitle+vhMessageLine+mesC+vhCoinString+vhGemString+vhScoreString, <0,0,0>, 1);
}else{
llInstantMessage(llGetOwner(), vhCustomTitle+vhMessageLine+mesC+vhCoinString+vhGemString+vhScoreString);
}
}
}

if (channel ==1719)
{
if (message == (string)llGetOwner())
{

if (pCoins >= vhAccessCost)
{
pCoins = pCoins – vhAccessCost;
llSay(1720, “Y”);
vhCoinString = “\nTOKENS: “+(string)pCoins;
vhGemString = “\nPRIZES: “+(string)pGems;
pScore = pCoins * pGems;
vhScoreString = “\nPOINTS: “+(string)pScore;
if (pHUDworn == 1)
{
llSetText(vhCustomTitle+vhMessageLine+”You spent “+ (string)vhAccessCost+ ” tokens to use this object.” +vhCoinString+vhGemString+vhScoreString, <0,0,0>, 1);
}else{
llSay(0, vhCustomTitle+vhMessageLine+”You spent “+ (string)vhAccessCost+ ” tokens to use this object.” +vhCoinString+vhGemString+vhScoreString);
}
}else{
llSay(1720, “N”);
}
}
}

if (channel == 1791)
{
if (message == (string)llGetOwner())
{
// here we should add a list to hold which objects have been acquired. We can do it by storing a list of the
// puzzle boards that awarded gems – and simply ignoring repeat awards – (you could add a message to that effect as well.
list tTest = [id]; // the uuid of the puzzle board
integer foundIndex = llListFindList(pPuzzleList, tTest);
if (foundIndex == -1)
{
pGems = pGems+1;
list insertNameList = [id];
pPuzzleList = llListInsertList(pPuzzleList, insertNameList, 0);
vhCoinString = “\nTOKENS: “+(string)pCoins;
vhGemString = “\nPRIZES: “+(string)pGems;
pScore = pCoins * pGems;
vhScoreString = “\nPOINTS: “+(string)pScore;
if (pHUDworn == 1)
{
llSetText(vhCustomTitle+vhMessageLine+”You earned a prize.”+vhCoinString+vhGemString+vhScoreString, <0,0,0>, 1);
}else{
llInstantMessage(llGetOwner(), vhCustomTitle+vhMessageLine+”You earned a prize.”+vhCoinString+vhGemString+vhScoreString);
}
}else{
llInstantMessage(llGetOwner(), “You have already earned this prize.”);
}
}else{

//llSay(0, message);
key tKeyMes = (key)message;
list tTest = [tKeyMes];
//llSay(0, (string)pPuzzleList);
//llSay(0, (string)tTest);
integer foundIndex = llListFindList(pPuzzleList, tTest);
//llSay(0, (string)foundIndex);
llSay(3719, (string)foundIndex);
}

}
if (channel == 1616)
{
string whoCalled = right(message, “:”);
if (whoCalled == “board”)
{
llSay(1617, ((string)pCoins + “:” + (string)pGems));
}else{
llSay(1417, ((string)pCoins + “:” + (string)pGems));
}
}

if (channel == 2654)
{
llSay(2655, “ScorekeeperReply”);
}

}
dataserver(key _query_id, string _data)
{
if (_query_id == g_kQuery) {
if (_data != EOF) {
g_lTempLines += [_data];
g_iLine++;
g_kQuery = llGetNotecardLine(g_sNoteCardName, g_iLine);
} else {
notecardFinished(g_sNoteCardName);
}
}
}

}


 

This is the notecard you would include in the object as well. Title in config

 

// PAY BOARDS TO PLAY // :5
// HUD GAME TITLE // :Treasure Hunt Game
// INSTRUCTIONS // : Collect gems.


 

And now for the treasure token script put this inside any object you want to award tokens for finding.

 

string pCoinValue = “30”; // um, change the number to make it worth more or less
string pAcquireMessage = “Follow the gems.”; // change the text inside quotes to make it say something different
string CONTROLLER_ID = “A”;
float tAlpha = 0.8; // set this to 1.0 if you want your object to be fully opaque.
// for the adventurous, you could make a random list and choose different things to say
string gsCardOneName = “config”;
list gOneCard;
list g_lTempLines;
string g_sNoteCardName;
integer g_iLine;
string g_kQuery;
integer resetChannel = 3;
integer respawnDelay = 30;
string vhUseParticles = “TRUE”;
float vhTargetOmega = 0.3;

 

//—————– PRIVATE —————————–
string left(string src, string divider) {
integer index = llSubStringIndex( src, divider );
if(~index)
{
return llDeleteSubString( src, index + llStringLength(divider)-1, -1);
}
return src;
}

string right(string src, string divider) {
integer index = llSubStringIndex( src, divider );
string tString = “”;
if (~index)
{
return llDeleteSubString( src, 0, index + llStringLength(divider) – 1);
}
return tString;
}

initialize(string _action) {
if (_action == “”) {
//llSay(0, “1”);
loadNoteCard(gsCardOneName);
} else if (_action == “finish”) {
//llSay(0, “2”);
integer i;
for (i = 0; i< 7; ++i)
{
string tLineText = llList2String(gOneCard,i);
if (i == 0)
{
pCoinValue = right(tLineText,”:”);
}
if (i == 1)
{
pAcquireMessage = right(tLineText,”:”);
}
if (i == 2)
{
string tAlphaString = right(tLineText,”:”);
tAlpha = (float)tAlphaString;
}
if (i == 3)
{
string stresetChannel = right(tLineText, “:”);
resetChannel = (integer)stresetChannel;
integer lHandle5 = llListen(resetChannel, “”,””,””);
}
if (i == 4)
{
string stRespawnDelay = right(tLineText, “:”);
respawnDelay = (integer)stRespawnDelay;
//llSay(0, stRespawnDelay);
}
if (i == 5)
{
vhUseParticles = right(tLineText, “:”);
if (vhUseParticles == “TRUE”)
{
llMessageLinked( LINK_SET, TRUE, CONTROLLER_ID, NULL_KEY );
}else{
llMessageLinked( LINK_SET, FALSE, CONTROLLER_ID, NULL_KEY );
}
}
if (i == 6)
{
string stvhTargetOmega = right(tLineText, “:”);
vhTargetOmega = (float)stvhTargetOmega;
llTargetOmega(<0,0,vhTargetOmega>, 10, 10);
}
}
}
}

loadNoteCard( string _notecard ) {
g_lTempLines = [];
g_sNoteCardName = _notecard;
g_iLine = 0;
g_kQuery = llGetNotecardLine(g_sNoteCardName, g_iLine);
}

notecardFinished(string _notecard){
if (_notecard == gsCardOneName) {
gOneCard = g_lTempLines;
initialize(“finish”);
}
}
//——————————————–

 

default
{
state_entry()
//
{
initialize(“”);
// on stateChange do stuff
//integer lHandle5 = llListen(resetChannel, “”,””,””);
llSetLinkAlpha(LINK_SET, tAlpha, ALL_SIDES);
// set entire prim 100% visible.
//llTargetOmega(<0,0,vhTargetOmega>, 10, 10);
llSetStatus(STATUS_PHANTOM, TRUE);
llSetStatus(STATUS_ROTATE_Z, TRUE);
llTargetOmega(<0,0,vhTargetOmega>, 10, 10);
llVolumeDetect(TRUE);
}
touch_start(integer total_number)

{
float tAlpha = (llGetAlpha(ALL_SIDES/llGetNumberOfSides()));
//llSay(0,(string)tAlpha);
if (tAlpha>0.0)
{
//llInstantMessage(llDetectedKey(0), “You picked up a Spanish Doubloon!”);
// make it invisible
llSetAlpha(0.0, ALL_SIDES);llSetLinkAlpha(LINK_SET, 0.0, ALL_SIDES);
// set entire prim 100% invisible.
llSetStatus(STATUS_ROTATE_Z, FALSE);
llSetStatus(STATUS_PHANTOM, TRUE);
// make it non-physical
// start a timer
// make it reappear after n seconds (n=60)
if (respawnDelay > 0)
{
llSetTimerEvent(respawnDelay);
}
// send a message to the gatherer’s HUD to add 1 coin
llSay(1717, ((string) llDetectedKey(0) + “:” + pAcquireMessage + “:” + pCoinValue));
llMessageLinked( LINK_SET, FALSE, CONTROLLER_ID, NULL_KEY );
//llSay(0, ((string) llDetectedKey(0) + “:” + pAcquireMessage + “:” + pCoinValue));
// llSay(1717, ((string) llDetectedKey(0) + “: 100”)); // would also work now or any integer positive or negative for that matter.
}

}
collision_start(integer num_detected)
{
float tAlpha = (llGetAlpha(ALL_SIDES/llGetNumberOfSides()));
if (tAlpha>0.0)
{
//llInstantMessage(llDetectedKey(0), “You picked up a Spanish Doubloon!”);
// make it invisible
llSetLinkAlpha(LINK_SET, 0.0, ALL_SIDES);
// set entire prim 100% invisible.
llSetStatus(STATUS_ROTATE_Z, FALSE);
llSetStatus(STATUS_PHANTOM, TRUE);

if (respawnDelay > 0)
{
llSetTimerEvent(respawnDelay);
}
llSay(1717, ((string) llDetectedKey(0) + “:” + pAcquireMessage + “:” + pCoinValue));
llVolumeDetect(FALSE);

llMessageLinked( LINK_SET, FALSE, CONTROLLER_ID, NULL_KEY );
}
}
//////
listen(integer channel, string name, key id, string mes)
{

if (channel == resetChannel)
{
initialize(“”);
llSay(0, “Okay, I reset the token”);
llSetLinkAlpha(LINK_SET, 1.0, ALL_SIDES);
if (vhUseParticles == “TRUE”)
{
llMessageLinked( LINK_SET, TRUE, CONTROLLER_ID, NULL_KEY );
}else{
llMessageLinked( LINK_SET, FALSE, CONTROLLER_ID, NULL_KEY );
}
llSetStatus(STATUS_PHANTOM, TRUE);
llVolumeDetect(TRUE);
//llSetTimerEvent(0);

}
}
//////////

timer()
{
//llResetScript();
llSetLinkAlpha(LINK_SET, tAlpha, ALL_SIDES);
if (vhUseParticles == “TRUE”)
{
llMessageLinked( LINK_SET, TRUE, CONTROLLER_ID, NULL_KEY );
}else{
llMessageLinked( LINK_SET, FALSE, CONTROLLER_ID, NULL_KEY );
}
llVolumeDetect(TRUE);
llSetStatus(STATUS_PHANTOM, TRUE);
llSleep(1);
llSetTimerEvent(0);
}
dataserver(key _query_id, string _data)
{
if (_query_id == g_kQuery) {
if (_data != EOF) {
g_lTempLines += [_data];
g_iLine++;
g_kQuery = llGetNotecardLine(g_sNoteCardName, g_iLine);
} else {
notecardFinished(g_sNoteCardName);
}
}
}
}

 

———————————————————————————————————————————————————————————————————————————————————————————-and the notecard for the token is also titled config

How many credits is this token worth? :30
What message should this token say? :Nice find! These Gems will help you on your path.
How opaque is this token?(range is 0.0-1.0) :1.0
What channel number should be used for reset? :3
How many seconds delay before respawning? :30
The token should use particles? (TRUE or FALSE) :TRUE
Speed / direction of spin? (range -1.000 – 1.000) :0.0
// never delete a colon
// Spin speed can be set to 0.0 for no spin
// If you use a HUD, message length should not be longer than about 60 characters.
// resetting any value above is entirely optional.
// Set respawn delay to a negative integer to prevent respawning
// You can reset any token using the channel defined above (if for example you left it channel 3, type ‘/3 ‘ and enter

 

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.