Classcraft and video games glossary

Any teacher can play Classcraft, even if they don’t have any prior knowledge or experience with games. This glossary will help you get up to speed with the gaming principles and terms.

Tip: Bookmark this page to easily refer to it if you’re unsure about the definition of a term!

Action Points (AP) - What students spend to use powers. A little AP regenerates automatically every day at midnight, and Mages can restore AP with their powers.

Action Points are represented by the blue bar, and students cannot earn more AP than their maximum allotted amount (shown when the bar is full). Learn more about Action Points here.


Boss - An especially fierce monster in a video game. Typically, bosses are tests of a player’s learned skills and prowess. In Classcraft, a “boss battle” is a quiz that tests student learning and understanding of the course material.

Characters - Each player has a “character,” or a virtual person in the game that they control. In Classcraft, the characters are the Guardians, Mages, and Healers that students play as.

Character class or type - Either refers to a Guardian, Mage, or Healer (eg., his character class is a Mage).


  • Guardian - One of the types of characters in Classcraft. Guardians are the ideal protectors who use their powers to defend their teammates from “damage” in the game.


  • Mage - Another character class in Classcraft. In role-playing games (RPGs), Mages are magic users, wielders of elemental “powers.” In Classcraft, Mages use their powers to restore their teammates’ Action Points so that they can continue using their powers regularly.


  • Healer - Another type of character in Classcraft. In RPGs, Healers restore their teammates’ Health Points by using powers, and they serve the same purpose in Classcraft.

Class Tools - Tools to gamify your lessons and curriculum, such as the Boss Battles, the Timer, and Stopwatch. Learn more about the Class Tools here.

Damage - This refers to a loss of Health Points, or HP. In RPGs, damage is taken when a monster attacks the hero. In Classcraft, the teacher removes HP when a student exhibits negative behavior in class. Learn more about how students lose HP here.

Delayed damage - An option for dealing with damage. Dealing with the damage later enables you and your students to handle HP loss at a more convenient time. Delayed damage is added to the delayed damage queue, which you can view in your activity center. Learn more about delayed damage here.

Experience Points (XP) - The teacher awards students with XP for doing good behavior in class or for successfully using Class Tools or completing quests. When students gain a certain amount of XP, they’ll “level up.” Experience Points are represented by the yellow bar, and there’s no limit to the amount students can earn.


Fall - What happens when a student loses all their HP. This state is not permanent and is resolved by the student commiting to a random pledge. Learn more about falling in battle here.

Game Dashboard - The main game interface where you can view students (players), their characters, and teams, as well as give or remove game points.

Gamemaster - That’s you, the teacher!

Game stats/points - Current character information related to level, XPAPHP, and GP.

Gear/Equipment - Clothing, armor, etc. for characters. Students can spend GP to unlock whole outfits, or they can mix and match different types of gear pieces (headgear, shoes, pants, etc.) to create a unique look.

Gold Pieces (GP) - Special currency in Classcraft. Students earn GP automatically by leveling up and training their pets, and the teacher with a Premium license can award GP when students go above and beyond in the classroom. Parents can also give students up to 15 GP a day from their parent accounts. GP allows students to unlock new “gear” for their characters.


Health Points (HP) - Sometimes called Hit Points. This is the player’s life energy. In RPGs, when a character loses all their HP, it’s game over. In Classcraft, when a student loses all their HP, they “fall” and commit to a “pledge” that they must complete. They then come back into the game with 1 HP.

Health Points are represented by the red bar, and students cannot earn more HP than their maximum allotted amount (shown when the bar is full). Healers can restore HP with their powers. Learn more about Health Points.


Hero Pact - The Hero Pact is a resource that teachers can print out and have students sign to indicate their commitment to playing the game. 

Kudos - Kudos are short, uplifting messages students can send to their peers to highlight their actions.

Level - An indicator of a student’s overall progress. The higher a student’s level, the more Experience Points they’ve earned, and thus the more good behavior they’ve shown in class.

Level cap (or XP level cap) - The number of Experience Points required for students to fill their XP bar and level up.

Level up - What happens when a student gains enough XP to reach a new level in the game. Leveling up is good because it awards students a Power Point that they can use to learn a new power. Students can learn all their powers by their time they reach Level 18, but they can still gain XP and level up afterward.

Multi-Class - Refers to students who are playing in multiple classes with the same character.

Oron's Lantern - A list of all student "pledges" taken from "falling." When a student fulfills their pledge, you can check them off the list.

Pets - Students can unlock pets and train them to earn extra GP. Students can equip their pet so that they appear next to their character on the Game Dashboard.

Players - People playing a game. In Classcraft, these are the students!

Pledge - The consequence of falling. Typically, these are tasks or conditions of the teacher's choosing that students must complete. Examples include bringing a treat for the class, detention, or copying a text by hand.

Powers - Any skill or special ability. In Classcraft, this refers to the game-based, personal, and academic powers that the teacher sets. Examples include using notes on an exam, getting to leave the classroom for a few minutes, etc. Once a power is learned, students must use Action Points to use it.

Power Points (PP) - What students use to learn new powers in the game. These are represented by the hand symbol. One Power Point is earned each time a student “levels up.” Powers on the first row of the power tree cost 1 PP to learn, powers on the second row cost 2 PP, and powers on the third row cost 3 PP. Learn more about powers here.

Prerequisite powers - Any powers that a student must learn before they can unlock a new power. On the power tree, these are indicated by the path of arrows. For example, Protect 1 is required to learn Protect 2, so Protect 1 is the prerequisite power.

Presets or behavior settings - Reasons for awarding or removing points. These are customizable and can be chosen from a list for XPHP, and GP.

Quests - In RPGs, missions that players go on to earn gold or progress in the game. In Classcraft, Quests are personalized learning adventures that students complete. Learn more about Quests here.

Random Events - Special, randomized conditions that set the tone for the class at the beginning of the day. Random events can have positive, negative, or silly implications for students, teams, or the entire class. Mostly, they’re meant to be fun! Learn more about Random Events.

Regen/Regeneration - AP and HP "regen" rates refer to how much AP/HP students regain automatically at midnight each day. For example, the default AP regen rate is 4 AP per day.

Role-playing game (RPG) - Classcraft is an example of a fantasy role-playing game, or RPG, where players assume the role of a hero adventuring in a fantasy land.

Teacher Dashboard - This is your homepage, where you can find your class list.

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