School Kits and Tier 1 intervention

School Kits are ensembles containing several grades that will share settings. Common kits include Elementary, Middle, and High School, but you may need to edit or create kits to match your needs. School Kits include universal prevention behaviors, powers, and pledges.

School Kit overview


Adding a School Kit

Click on the green “Add School Kit” to begin creating a new kit. Start by naming your kit and decide if you want to use another kit as your base. Selecting another kit as a template will copy existing settings to the new kit, which you’ll then be able to edit like any other kit.

Making a copy of a School Kit

To make School Kit creation faster, you can make a copy of an existing kit. Hover your cursor over its line in the list and click on the “. . .” button to open the submenu. Select “Make a Copy.”

This is particularly useful for schools that are part of districts playing Classcraft. Schools can’t edit settings created by their district, but creating a copy to make slight alterations can help personalize further the experience for students of a specific school.

Editing a School Kit's name and grades

It’s possible that you only need to edit the general information of a kit. To edit a School Kit’s name or the grades associated with it, hover your mouse over the kit and click on the “. . .” button to open a submenu. Select “Edit Name and Grades.”

Click on the field to open a dropdown menu to view all your grades. Select the grades you want to assign to this School Kit. If you select grades that are already assigned to another kit, the grades will be unassigned from their previous kit and assigned to the one you’re currently editing. You can select one or multiple grades for your kit.

When you’re ready, click “Save” to accept your changes.

Note: A grade can only be assigned to one School Kit at a time.

Viewing and editing a School Kit's content

To see all the settings included in a School Kit, hover your mouse over a School Kit, click on the “. . .” button to open the submenu and select “View Kit.” You may instead simply click on the kit’s row to view its settings. The settings you’re seeing are available for all the students in the grades currently associated with the School Kit.

In this view, you can edit or delete behaviors and pledges and you can edit some powers.


Deleting a School Kit

Note: You can’t delete your default kit.

To delete any existing School Kit, hover your cursor over its line in the list and click on the “. . .” button to open the submenu. Select “Delete Kit” and confirm your action by clicking the “Delete” button.

Deleting a School Kit deletes all the behaviors, powers, and pledges associated with it.

Setting a default School Kit

If you haven't assigned a specific School Kit to grades in your school, students in these grades will automatically have access to the behavior settings, powers, and pledges in your default kit.

To select a new default kit, click on the ". . ." button to open the submenu and click "Mark as Default Kit."


Behaviors are expected positive behaviors and discouraged negative behaviors that teachers use during class. Positive behaviors reward students with Experience Points (XP) and/or Gold Pieces (GP). When students display negative behaviors, they lose a small amount of Health Points (HP).

Behavior list

Behaviors are listed in each of your School Kits. If behaviors are assigned to goals, they will be grouped below the goal they belong to. The goal icon is displayed with each behavior. Hover your cursor over a behavior to see the competency it’s assigned to (if any).

Behaviors that are not assigned to goals can be found at the bottom of the list.


mceclip2.pngEach behavior entry provides you the following information:

  • Goal image (if any)
  • Competency on hover (if any)
  • Behavior description
  • Type of behavior (Positive (+) or Negative (-))
  • Priority

From here, you can create, edit, or delete behaviors.

Creating a behavior

To create a new behavior, start by clicking the “Add Behavior” button at the top of the list. Decide if you want to create a positive behavior (with a XP and/or GP reward) or a negative behavior (with a HP penalty).


Enter a short description explaining what the behavior is. If you want, select a goal or a competency for this behavior. Learn more about this here.

Select the behavior’s priority. The higher the priority, the higher the rewards or penalties. Make sure to have behaviors with different priorities to help your teachers focus on what you want to improve at your school.

If you prefer setting the values manually, click on “Advanced” and fill the values.

When you’re done, you can save your work and close the window or click “Save and Create New” to save this behavior and start creating another one.

Editing a behavior

Hover your cursor over a behavior and click on the “. . .” button to open the submenu. Click “Edit” and make the changes you want to do before clicking on “Save.” You can change a behavior’s description, values and priority.

Deleting a behavior

To delete a behavior from your list, hover your mouse over the behavior and click on the “. . .” button to open the submenu. Click on “Delete” and confirm your action.

Assigning a goal

While you can assign goals to a single behavior at a time by editing it, you can also batch assign goals. Find the behaviors that are not associated with any goal or competency yet (at the bottom of the list) and select the ones that you want to assign to the same goal. Select them by clicking in the checkbox and click the white “Assign Goal” button.


Select a goal or a competency from the list and click “Save” to assign it to all the behaviors you had previously selected.


Powers are special abilities that students can use to help them in-game, in class, or with their assignments. These abilities cost Action Points (AP), which regenerate slowly over time. Because their resources quickly deplete, students can’t use their powers over and over again.

Each character class has a total of nine powers. There are three levels of powers: basic, intermediate, advanced. The higher the level, the more XP they will need to gather before purchasing it. This means that advanced powers should be more advantageous for students.

Each class has some powers that cannot be edited beyond their names. These game-based powers are important for the game balance. Other than game-based powers, there are academic powers, which help students in class, and personal powers, which give personal advantages to students.

Power list

Click on the “Powers” tab to view the full list of powers. You can filter the list by clicking on any of the labels at the top, for a quick view of different character roles.


The power icon (as it appears in-game for the students) is displayed first, followed by the power name and its level, and description. A locked icon indicates a game-based power that cannot be edited beyond its name.

You can then see the cost in Action Points (AP), as well as whether it’s a collaborative power or not. Collaborative powers benefit another student than the one using it (e.g. restoring their team’s HP). A student using a collaborative power receives a small number of Experience Points for the good deed.

The number of powers being limited means that you can’t add new powers, you can only edit existing powers.

Editing powers

To edit a power, hover your cursor over the power and click on the “. . .” button to view the submenu. Click “Edit” to make changes to a power.


If you edit a game-based power, you will only be able to change its name. All other powers are completely editable. You can change the name, description, AP cost, and make it a collaborative power if you wish.

Once you’re done, click on “Save” to accept your changes and close this window.


When a student loses all their Health Points (HP) they risk “falling.” If their teammates don’t save them, and they fall, they automatically receive a random pledge from the School Kit.


Click on the green “Add Pledge” button above your pledge list to create a new one. Enter a description and confirm by clicking on “Save.” You can also click “Save and Create New” to add another pledge afterward.

To edit or delete a pledge, hover your mouse cursor over the pledge and click the “. . .” button. In the main menu, select “Edit” to make changes to the pledge description or “Delete” to remove it from your list. For the game to run properly, you should always have at least one pledge on this list.

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