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 and Gold Pieces (GP). 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 enable students to purchase gear in-game to customize their character. You need a Premium license to give GP as a reward.

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What rewards can students obtain?

There are two main rewards students can obtain while playing Classcraft: Experience Points (XP) and Gold Pieces (GP).

Experience Points

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.

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Gold Pieces

Gold Pieces are a special currency in Classcraft, which enables students to purchase gear for their character and customize their appearance. Only teachers with Premium, school, or district licenses can offer students Gold Pieces for their good behavior and as a reward for Quests and Class Tools.

How can students earn rewards?

Here are the most common ways of earning Experience Points and Gold Pieces:

You don’t need to use every single tool! Just pick what works best for you and your classroom. Make sure you are consistent in giving points so that students can understand and apply the rules of the game.

Positive behaviors

During your class setup, you can pick the positive behaviors you want to encourage. For each behavior, select the XP and GP rewards. More desirable or high-value behaviors should have a higher priority and yield more rewards.

If you’re part of a school or district using Classcraft, your organization will already have created a list of positive and negative behaviors before you even start playing. Feel free to add any behavior that’s important to you in your class settings or by clicking on the “...” button and selecting “Create Custom Behaviors!”

Every time a student demonstrates positive behaviors, immediately reward them with XP and/or GP by selecting their character on your Game Dashboard and clicking the yellow + button.

If the behavior isn’t on this list, select “Quick Reward.” Pick a reward, enter a reason and click on “Apply.”


You can revisit your behavior settings at any time in your class settings to add, edit, or delete behaviors.

If you’re part of a school or district playing Classcraft, some students in your classroom may have Tier 2 and 3 behaviors assigned to them. These are targeted and individualized behaviors that only a handful of students have. They help focus on certain types of behavior.

To view the list of Tier 2 & 3 behaviors a student has been assigned, click on the multi-tier icon (mceclip0.png) toggle. Make sure you’re not projecting the game to the classroom when you do this so that you protect a student’s confidentiality. Use these behaviors as you would any others and when you’re done, change the toggle to return to the normal view.

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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:



Heal 1



Total Reward

15 AP

XP/AP (Default)

75 XP (Default)

15 AP


105 XP

Note that Protect grants Guardians twice the usual amount of XP per AP spent on a collaborative power.

The Timer, Stopwatch (require Premium), and Volume Meter

If you have a Premium account and you use the Timer or the Stopwatch tools, you can choose to grant XP or GP 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 rewards 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.

Boss battles

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 and Gold Pieces it will grant students upon defeat. Don’t forget that everyone who participates will receive the rewards!

Quests, objectives, and assignments

Each quest objective and assignment can reward students with XP and GP. 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 . You can also allow them to turn in their work early and earn an extra reward.

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.”

Remember that these rewards stack with one another, so be mindful of how many points students are earning when considering overall game balance.

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Class discussions

Participating in discussions does not automatically grant rewards to students. You can keep an eye on the discussion threads and reward students with XP or GP when they are particularly insightful or helpful. To do this, click on the yellow + button on the comment itself and select the rewards you want to grant:


If you find yourself often giving rewards for these interactions, consider adding a new behavior in your Class Settings.

Random Events

You can create a few random events giving XP or GP to students. This is a good way to motivate students who are at a lower level or have not received as many Gold Pieces.


Grades (requires Premium)

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:


Character creation and student quest

When students finish setting up their character, they automatically receive a bit of XP as a reward. This also unlocks the Student Intro quest, which grants 500 GP to any student who completes it.

Leveling up (GP only)

Regardless of your account type, students earn 5 GP whenever they level up.

Pet training (GP only)

Pets require a Premium license.

Students can send their pets to complete tasks. These tasks take a set number of days and reward students with Gold Pieces upon completion.

Parent behavior settings (GP only)

Once a student’s parent links their Classcraft account to their child’s, they’ll be able to give their kid up to 15 GP per day for doing good deeds at home (such as doing their homework or helping out around the house).

The total of GP can be increased to 200 GP in your Class Settings.

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What happens when a student levels 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 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!

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