Positive behaviors: Experience Points, Gold Pieces, and leveling up
When your students behave well in class or follow the rules you have defined with them, you should give them Experience Points, or XP. After receiving a set amount of XP (known as reaching the XP level cap), they will automatically level up and progress in-game.
Gold Pieces are available as reward when using a Premium license and enable students to purchase gear in-game to customize their character.
In this article, you can learn more about:
- What are Experience Points?
- How can students earn XP?
- What happens when a student levels up?
- What are Gold Pieces (GP) and how can students earn them?
Experience Points (XP) are part of the core mechanics of Classcraft and are intended to help students adopt good behaviors. When students behave in a way you encourage in your classroom or complete tasks as expected, they should receive XP.
Experience Points represent a student’s learning journey and life experience. As such, it’s something that students should acquire and never lose, which is why we suggest never removing XP.
Here are the most common ways of earning Experience Points:
- Following the behaviors presets
- Using collaborative powers
- Successfully completing activities using the Timer, Stopwatch (require Premium), or Volume Meter tools
- Completing a boss battle
- Completing quests and objectives and turning in assignments
- Participating in class discussions
- Completing certain random events
- Having good grades (requires Premium)
You don’t need to use every single tool. Pick what works best for you and your classroom. Just make sure you are consistent in giving points so that students can understand and apply the rules of the game.
During your class setup, you can pick the positive behaviors you want to encourage. Each preset has an XP value, with more desirable or high-value behaviors yielding more XP. Every time a student demonstrates expected behaviors, immediately reward them with XP by selecting their character on your Game Dashboard and clicking the yellow + button.
When a student demonstrates a behavior you would like to add to your presets, 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 the same behavior, you can grant them XP value in a few clicks.
You can revisit your behavior presets at any time in your class settings.
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. The default value is 5 XP for each Action Point (AP) spent, but you can change the value of XP in the Game Rules section of your class settings:
5 XP/AP (Default)
75 XP (Default)
Note that Protect grants Warriors twice the usual amount of XP per AP spent on a collaborative power.
Successfully completing activities using the Timer, Stopwatch (require Premium), or Volume Meter (requires Premium)
If you have a Premium account and you use one of the Timer or the Stopwatch tools, you can choose to grant XP to students for successfully completing the activity. You can use the Volume Meter whether you're using a free or Premium license. 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 for the whole class. They’re a great way to prepare for assessments. When you create a boss battle, you can set the number of Experience Points it will grant to the students should they defeat the boss. Don’t forget that everyone who participates will receive XP for winning!
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 quest objectives. When you enable assignments, you can select how much XP and GP* the students will receive for turning in their assignment on time (*if you have a Premium account). You can also allow them to turn in their work early and earn an extra reward.
Remember that these rewards stack with one another, so be mindful of how many points students are earning when considering overall 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 grant XP to students. You can keep an eye on the discussion threads and reward students with XP when they are particularly insightful or helpful. To do this, click on the yellow + button on the comment itself and select the amount of XP you want to grant:
You can create a few random events giving XP to students. This is a good way to motivate students who are at a lower level.
If you have a Premium account, you can use the Grade Converter (Treasures of Tavuros) to 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 section of your class settings:
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 of your class settings. If your students are Multi-Class, you won’t be able to change this setting.
When a student levels up, they gain a new Power Point (PP). If they have enough PP available, they may choose a new power for their character. They will also gain 5 GP to be spent on cool gear for their character. Attaining higher levels will unlock even more awesome gear!
Whether you’re using Classcraft Premium or not, your students earn 5 GP automatically when leveling up. Their parents can give them up to 15 GP per day for doing their homework or helping around the house. If you have a Premium account, your students can also earn GP when their pets complete tasks.
With Premium, you can award GP to your students for going above and beyond in your classroom. You can grant GP to students for everything you could normally grant XP (such as commenting on a quest, completing an objective, or when using tools), but these are usually reserved for outstanding behaviors.
Students can spend GP on new outfits for their characters so they can customize their look.