Positive behaviors, Experience Points, and Gold Pieces

You’ve noticed students behave well in or out of class? Your class successfully completed an activity with one of the Class Tools? There are two resources you can use to highlight their successes in Classcraft, each with its own benefits in Classcraft:

  • Experience Points represent a student’s growth in-game — and in your class! The more students gain Experience Points, the higher their level in Classcraft.
  • Gold Pieces enable students to purchase in-game gear to make their character unique — something incredibly motivating!

In this article, learn about:

Selecting and reviewing positive behaviors

As you start off in Chapter 1, you’ll be invited to select or review positive behaviors that you want to see more in the classroom. When you first create a class, you’ll have access to a handful of behaviors but you may add more later on.

Let’s see how the initial setup works!

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If you’re using an individual license, you’ll get to select at least three behaviors from a list we already curated for you. You will naturally be guided through this step as part of your introduction. Here’s how to do so manually:

  1. Click on your class progression bar on the Class Dashboard
  2. Click on Select positive behaviors and powers
  3. Read the tutorial and click Continue
  4. Select one of three behavior sets
    Note: You can mix and match behaviors from different sets in the next step!
  5. Select the behaviors you want to add from the list, use the arrows at the top to view the different sets
  6. After selecting at least three behaviors, click Next
  7. Complete powers tutorial and click Done

Once you’re done setting up your class, proceed to your class settings to review, edit, or remove these behaviors. You can even add entirely new and customized behaviors!

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If you’re part of a school license, as part of the tutorial, you’ll be asked to review the behaviors selected by your school. For you, behaviors are selected by your administrators and depend on the students’ grades.

When following the steps above, you won’t have the opportunity to select behaviors, only review what your school has set up for you.

You can still go in your class setting to create custom behaviors, but you won’t be able to edit or delete behaviors provided by your school.

More information:

Rewarding positive behaviors

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When you see positive behavior in class, you can reward it directly from your Game Dashboard. Don’t shy away from highlighting positive behaviors and be generous with Experience Points. There’s no such thing as too much experience!

You can reward positive behaviors ...

From the Class Dashboard

You can highlight a single student’s or multiple students’ behavior at a time directly from the Class Dashboard.

Single student

  1. Hover your mouse over a student’s icon
  2. Click Give points (or the + button in Chapter 4)
  3. Select a behavior from the list or Quick reward for a custom entry

Several students

  1. Click Select multiple
  2. Click on the icons of each student you want to give points to
  3. Click the Give points button above the student list
  4. Select a behavior from the list or Quick reward for a custom entry

From the list view

  1. To access the list view, click on the list icon (Union.jpg) in the top navigation
  2. To select multiple students check the checkbox in the first column OR select a whole team by clicking the checkmark in the top row
  3. Click Give points
  4. Select a behavior from the list or Quick reward for a custom entry

From the profile view

  1. Hover your cursor over a student’s icon and click View profile
  2. Click the + button on their profile
  3. Select a behavior from the list or Quick reward for a custom entry

If you see a behavior that’s not on your list and want to reward it on the go, select Quick reward on the behavior list. Enter a description and a value and voilà! To add a behavior to your list, go to your class settings and check out the behaviors section.

More information:

Tiers 2 & 3 intervention

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Your school may have created Tiers 2 & 3 behaviors for you to use. Tier 2 behaviors are assigned to groups of students through a label, which is managed by the school administration. Tier 3 behaviors are assigned to single, specific students for individualized intervention.

When viewing the positive behaviors list for a single student or students with shared Tiers 2 behaviors, enable the multi-tier toggle in the top right corner. If the toggle is not present, this means your student doesn’t have Tier 2 & 3 behavior assigned to them or your students don’t share a single Tier 2 behavior.

Make sure your screen is not visible to the classroom when you do this to protect your 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.

Adding positive behaviors

Once you're done setting up your class, you may want to add new behaviors. If you notice you're using the Quick Rewards often for the same behaviors. You can do so from your class settings or from the profile view of any student:

  1. Hover your cursor over any student icon
  2. Click View profile
  3. Click the ... button to open the submenu
  4. Click Create custom behaviors
  5. Select if you want to create a positive or negative behavior (chp4.png)
  6. Enter a description, which will be visible by you, students, administrators, and your student’s parents in the game feed.
  7. Select a priority or enter a value in Experience Points or Gold Pieces (chp2.png premium.png school.png) for positive behaviors or Health (chp4.png) for negative behaviors
  8. Click Save to add this behavior and return to the list or Save and create new to add this behavior and start creating a new one right away

Earning Experience Points and Gold Pieces

Let’s go over what Experience Points (also called XP) and Gold Pieces (also called GP) and what advantages they provide in Classcraft.

Experience Points

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Experience Points, which are part of the core mechanics, help students adopt good behaviors. When students behave in a way you encourage in your classroom or complete tasks as expected, they should receive Experience Points.

They 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 Experience Points.

Gold Pieces

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Unlocked in Chapter 2, Gold Pieces are a special currency with which students can purchase gear for their character and customize their appearance. Students automatically earn a few Gold Pieces when they level up and their parents can reward them a handful every day for their behavior at home. You can also reward Gold Pieces for positive behavior along with Experience Points for extra motivation!

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While students receive Gold Pieces when leveling up or when their parents highlight their behavior at home, as a teacher with a free license, you won’t be able to hand out Gold Pieces for positive behaviors or when using Class Tools.

How to earn Experience Points and Gold Pieces

Here are the most common ways to earn Experience Points and Gold Pieces:

Chapter 1

  • Positive behaviors
  • Timer, Stopwatch, Volume Meter

Chapter 2

  • Quests
  • Level up (Gold Pieces only)
  • Parent behavior settings (Gold Pieces only)
  • Pet training

Chapter 3

  • Collaborative powers
  • Kudos
  • Random Events

Chapter 4

  • Formative reviews
  • Grade Converter

You don’t need to use every single tool in the box! Pick what works best for you and your classroom and make sure you’re consistent so that students can understand and apply the rules.

Level up (Gold Pieces only)

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Students earn a few Gold Pieces whenever they receive enough Experience Points to increase their level by one.

Timer, Stopwatch, and Volume Meter

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Whenever you use one of these Class Tools, you can choose to reward your students with Experience Points.

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In Chapter 2, you can start giving out Gold Pieces to your students whenever you use the Timer, Stopwatch, or Volume Meter.

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With a free account, you can use the Volume Meter to give Experience Points to your students. You can’t give Gold Pieces with tools or use the Stopwatch or Volume Meter.

Quests

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In Quests, each objective and assignment can reward students with Experience Points and Gold Pieces. You can choose to give a reward for completing the objective, turning in an assignment, or finishing the whole quest! You can even reward students who participate in the class discussions for any objective.

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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While Quests can be used on free accounts, you can only give students Experience Points for completing objectives, turning in assignments, participating in class discussions, or finishing a quest. You can’t give them Gold Pieces this way.

Parent behaviors settings (Gold Pieces only)

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Once you approve a student’s parent’s account, parents can start giving a few Gold Pieces every day to their child for their good behavior at home.

Pet training (Gold Pieces only)

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After sending their pets out on missions through their own account, students will automatically receive some Gold Pieces for the completed task.

Collaborative powers

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Students will automatically receive Experience Points when using powers that benefit their whole team or a teammate. Most game-based powers unlocked in Chapter 4 are considered collaborative powers.

In your class settings, you can decide how many Experience Points per Crystal spent students will receive. This is also where you can decide to make custom powers collaborative.

Kudos

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To encourage collaboration and students uplifting one another, you can make it so that students who send and receive Kudos through the Shrine of the Ancients automatically will be rewarded. Students can receive both Experience Points and Gold Pieces for this good deed!

Visit your class settings to decide how many Experience Points and Gold Pieces you want students to receive.

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As with other Class Tools, if you’re using a free account, students can only receive Experience Points when sending and receiving Kudos.

Formative Reviews

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Formative Reviews, also known as Boss Battles, are a great way to prepare your students for assessments. When you create a battle, you can set the number of Experience Points and Gold Pieces it will grant students for their victory.

Don’t forget that everyone who participates will receive the rewards and that a perfect win doubles the rewards!

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As with other Class Tools, teachers with free licenses can only give Experience Points for successfully completing a Formative Review.

Grade Converter (Experience Points only)

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If you want, you can give Experience Points to students who perform well on tests, quizzes, and assignments with the Grade Converter. 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 a number of Experience Points proportional to their grade compared to the highest possible score.

Check out your class settings to fine-tune how the Grade Converter works and how many Experience Points your students may receive for their grades.

Leveling up

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When a student gains enough Experience Points to fill the purple bar on their profile view, their level will increase by one.

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With each level, they’ll gain a single Crystal, up to a maximum visible on their profile (in Chapter 4, this maximum depends on their character class), and a handful of Gold Pieces. They’ll also sometimes gain access to a new power or gear set!

You can view a student’s unlocked and upcoming rewards by clicking on their level on the profile view.

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Unless you’re using a school license, you can adjust how many Experience Points students will need to progress through a single level. Check out your class settings for these options!

More information:

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