The World is Your Classroom.

World of Classcraft Turns Classrooms into Adventures ! (#GBL)

Shawn Young, a Canadian high school teacher  has turned his classroom into a World of Warcraft-style Role Playing Game, and it’s insanely cool. He designed a web-based engine for running the game – World of Classcraft. During class, the teacher plays the role of game master. Using the platform, the teacher manages XP and damage, generates events, rolls the Death Die, activates powers, etc.

gamification of education

from World of Classcraft website

World of Classcraft is a role playing game that is played in the classroom. The goal of the game is to acquire real powers and to transform the classroom into an adventure. Players team up against the class, defeating monsters (homework) and bosses (exams). In WoC, players have a class, experience points (XP), hit points (HP), action points (AP) and power points (PP).

In World of Classcraft, students are divided into teams of 8. They then strategically pick a class so that their team is well balanced. The available classes are the priest, the mage and the warrior. Players can only interact with members of the team. Each class its own strengths and abilities — for example warriors can use an ability to get a hint on an exam question. Students gain experience points for good actions and take damage for bad actions. As they gain experience points, students level up and gain powers that can be used in the classroom(to unlock more powerful abilities). But, misbehavior (for example arriving late to class) results in damage to a student’s health points. If students lose all of their health points, they “die” and suffer a randomly chosen punishment. (read the rule)

World of Classcraft might be the the only example of gamification in education to completely transform the classroom into a large-scale game. Moreover, World of Classcraft is subject-agnostic, it can be played in any subject. Another advantage of World of Classcraft is that it can be implemented without all the students having to play; students who don’t want to play (something like 10%, generally) can opt out.

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