Awarding XP and leveling up

Experience Points (XP) are part of the core mechanics of Classcraft and are intended to help students adopt good behaviors. When the students behave in a way that you encourage in your classroom, or complete tasks as expected, they should receive XP.

There are plenty of ways for students to earn XP. Once they have accumulated enough to fill their XP bar, their character will level up.

Note: In many of the instances below, such as with the Class Tools, you can alternatively choose to give students Gold Pieces (GP) in addition to XP. However, GP does not help students to level up. You can learn more about GP here.


How do students earn XP?

  • Following the class behavior presets: During your class setup, you can pick the positive behaviors you want to see in your class. Each of these presets will have its own XP value, with more desirable or high-value behaviors yielding more XP. Every time a student demonstrates expected behaviors, make sure to immediately reward them with XP by clicking on the yellow + button on their character status screen.

    When a student demonstrates a good behavior and you would like to add it to your preset list, add a value and description in the “New XP Preset” field. If the behavior is something occasional, which you don’t expect to see repeated, you can simply give them XP on the fly using a custom value. If you saved a preset to your list, the next time one of your students exhibits that behavior, you can grant them the same XP value with a few clicks.

  • Using collaborative powers: Collaboration and teamwork are important aspects of the Classcraft experience for students. Using collaborative powers to help out their team will earn students a handful of Experience Points. You can change the value of XP earned when using a collaborative power in the Game Rules section of your class settings:


    The default value is 5 XP for each Action Point (AP) spent. For example, Heal 1 costs 15 AP; as such, it will grant 75 XP to the Healer who used it. You could change the amount to 7 XP for each AP spent. The same power would then give 105 XP to the Healer who used it. Note that Protect grants Warriors twice the usual amount of XP per AP spent on a collaborative power.

  • Successfully completing the Timer, Stopwatch, or Volume Meter: If you have a Premium account and you use one of these tools, you can grant XP to the students for successfully completing the activity. You don’t have to give XP when using these tools, but doing so could be a good incentive for students to participate. Remember that the greater the challenge, the greater the reward should be.

  • Completing a Boss Battle: Boss Battles are challenges that the whole class participates in together. They’re a great way to review for formative assessment. When you create a Boss Battle, you can set the amount of Experience Points it will grant to the students should they defeat the boss. Don’t forget that everyone in class will receive XP for winning!

  • Completing quests, quest objectives, and turning in assignments: Each quest objective and assignment can reward students with XP. When you create a quest objective, you can choose to give a reward for completing the objective (whether it’s a self-paced objective or not).


    You also can enable assignments for each quest objective. When you enable assignments for an objective, you can select how much XP and GP the students will get for turning in their assignment on time. You can also allow the students to turn in their work early and provide an extra reward for it.


    Remember that these rewards stack with one another, so be mindful of this when considering game balance.

    Finally, you may reward XP to students for completing the whole quest. These Experience Points can be granted in the final objective, or the “Quest End.”

  • Participating in discussion: Participating in discussions does not automatically give XP to students; you can still keep an eye on the discussion threads for your different quests and assignments. You can reward students with XP when they are particularly insightful or helpful. To do this, click on the yellow + button and select the amount of XP you want to grant to a specific student:


  • Random Events: If you want, you can have a few random events giving XP to students. This is a good way to motivate students who may have fallen a little bit behind in terms of XP:

  • Having good grades: With the Grade Converter (Treasures of Tavuros), you can give XP to students who perform well on tests, quizzes, and assignments. If your Classcraft account is linked to your Google Classroom account, you’ll be able to import the assignment grades to convert them. Whether you’re using Google Classroom or not, you can import grades manually. Students will gain an amount of XP proportional to their grade compared to the highest possible score.


    With the default settings, students will receive XP for achieving a grade of at least 60 percent of the max grade, and they will receive 15 points for each percentage above the passing grade. You can change these values in the Game Rules settings of your class:


Losing XP

Experience Points represent the life experience of students. It can go up, but normally, it should not go down as life experience is not lost.


What happens when students level up?

When students gain enough XP to fill the yellow bar below their name, they’ll level up.


The XP required for a student to level up depends on the game duration, which is input during the initial setup, as well as the number of classes each student is playing in. You can manually change the XP required to level up in the Game Rules section in your class settings.

When a student levels up, they will gain a new Power Point (PP). If they have enough PP available, students may choose a new power for their character. The student will also gain 5 GP to be spent on cool gear for their character. Attaining higher levels will unlock even more awesome gear!


More information on XP:

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