Glossary of frequently-used terms
Classcraft can help you support a Multi-Tiered Support System (MTSS) in your district or school. This gamified approach is a great way to build intrinsic motivation in your students and foster positive behavior.
First, let’s go over some frequently-used terms!
Action Points (AP): Students use their Action Points (AP) to activate their powers. Each character role has a maximum limit of AP, something to consider when creating powers.
Behavior setting: Also known as preset. This is what students are expected to do or not. Behaviors can be positive or negative and can be edited at any time.
Collaborative powers: A power flagged as “collaborative” does not benefit the student who uses it, rather, it benefits one or more students. Because of this, collaborative powers grant XP to the student who uses it.
Competencies: Where goals are very broad categories of expected behaviors, “Competencies” are more specific expectations of your students’ behavior. They are sometimes referred to as “benchmarks.”
Custom behaviors: Teachers can create behaviors for their own classroom, which they can use freely and you cannot edit.
Experience Points (XP): To progress in the game and unlock new powers, gear, and pets, students earn Experience Points. After obtaining a set number of XP, they will automatically level up. This is the most important currency for students and is often rewarded for positive behaviors, successfully completing quest objectives, and class tools.
Goals: Goals are broad categories of behaviors and skills that students should aspire to develop over the course of the year. They are refined by the more specific competencies.
Gold Pieces (GP): As the main currency in Classcraft, Gold Pieces enable students to purchase new gear. They can be obtained through quest objectives, behavior settings, tools, and training pets.
Grade: By default, your school or district will use the K12 grades or no grades (set up at creation). If you want to use particular grades, you can set them up by adding students to your Student Database. These grades are used to create School Kits.
Health Points (HP): Health Points are a character's in-game energy. When a student displays negative behaviors, they lose HP. If they lose all their HP, “fall” and receive a “pledge” that they must complete.
Label: You can assign labels to students and teachers to mark them as part of a particular group or having special needs. Teachers can't see teacher labels and students can’t see labels.
Negative behavior: When a student displays a negative behavior, they lose Health Points (HP).
Pledge: A pledge is a random consequence that a student may need to complete after displaying too many negative behaviors and losing all their HP.
Positive behavior: Positive behaviors are what you expect students to do. Students can earn Experience Points (XP), Gold Pieces (GP), or both when displaying positive behaviors. You should have more positive than negative behaviors.
Powers: Powers are special abilities that students can learn when they gain enough XP and use with their AP. There are three types of powers: game-based, personal, and academic powers. You can’t edit game-based powers because they are necessary for game balance.
Priority: You can define how important a behavior is and how much students and teachers should focus on it. When you select a priority (from lowest to highest), the reward or penalty balanced values are automatically filled in.
School Kit: A school kit is an ensemble of grades that share common settings. The most common School Kits we provide are Elementary, Middle, and High School but you can create and edit school kits to match your needs.
Template: Templates are pre-made lists of goals, competencies, and School Kits (behaviors, powers, and pledges) that you can add to your dashboard and use to create and organize your own School Kits.
Tier 1 behaviors: Tier 1 behaviors are available to all students in the grade(s) that are part of a School Kit. These are your Universal Intervention expectations.
If you’re unsure what a term means during your onboarding, be sure to return here, check the general teacher glossary, or contact firstname.lastname@example.org.