There are a lot of things you can fine-tune and customize in your class settings to make the experience truly your own and adapted to your class.
You’ll find the following sections in the settings:
- Random Events
- Game rules
- Import settings
- Active apps
In the Students section, you can add and invite students as well as view the current list of students, manage students, edit their profiles, and even remove them from your class.
Click the Add students button to … add students to your class!
Much like you did in the initial setup, you can enter your students’ first and last names. To go even faster, copy and paste their names from a text document or a spreadsheet! You can also use Google Classroom to make this process go even faster!
Much like you did in the initial setup, you can select your students from your student’s school database and add them to your class. You can even use Google Classroom to make this process even faster!
Like you may have done in Chapter 2, when you click Invite students in the upper part of the screen, you can enter your students’ email addresses and invite them to create their accounts and join your class!
Each student appears on a single line on the list. You can see the following information:
- First name
- Last name
- Username: Picked by the student when they create their account, they can use it to log in to Classcraft.
- Email address
- Student code: If your student did not receive the email (or if you could not provide their address) they can use this code to create their account.
- Character class: Starting from , students will be able to select a character class that fills a unique role on their team. You can see the role they picked here.
Click the … button on a student’s line on the student list and click Edit to view their profile. This enables you to edit their:
- First and last names
- Class assigned to ()
- Character class ()
- Username ()
- Email address ()
- Password ()
You can also remove a student from your class by clicking the red Remove student button in the lower left corner.
Click Save to apply all the changes you made and return to the previous screen.
You can see the list of characters from this class that have been archived by clicking Show archived players.
When you open the Teams section of the class settings, all the students who are not currently assigned to a team appear on the left. If you’ve already created teams, you can find them on the right side of the screen.
To add a student to an existing team, drag and drop their name onto the team. You can also drag a student’s name to the Add a team zone to create a brand-new team for them! Instead, you can click Add a team to manually create a team.
To remove a student from a team, click the X button beside their name. Feel free to switch teams around at any time!
Click the pencil icon on a team’s card to edit its name and crest.
- Choose teams yourself to encourage better student dynamics
- Aim to have about 4-5 students per team, if you can
- Create teams that have a mix of backgrounds, social circles, and academic strengths
- In Chapter 3, make sure that there’s at least one Guardian, Mage, and Healer on every team to ensure students have access to all the powers
This is where you can see the parent accounts linked to students in your class as well as obtain codes to invite parents to join the adventure. When a parent account is connected to a student’s:
- The parent account can give a few Gold Pieces every day for good behavior at home
- The parent can view the student’s dashboard to see their progress on their Quests () or what’s happening in class for their child
- The student will unlock three baby griffin pets
Once your students have accounts of their own in Chapter 2, proceed to this screen to start inviting their parents. Click the purple Invite parents button in the upper part of the screen and decide how you want to invite parents.
- Print handouts: This will enable you to download a PDF with each parent’s unique code, which they’ll need when creating their accounts.
- Email invites: You’ll be prompted to enter an email address for each parent and they’ll receive a message with their invitation. Click Finish to send the invitations.
You’ll have to approve parents before they can see their child’s account or give them Gold Pieces. In doubt, communicate with the parent to make sure they’ve actually created an account.
The parent list provides you with the following information:
- Student name
- Parent name (if an account is already connected)
- Parent code: This code is necessary for parents who want to sign up.
- Parent email
- Resend invite: If you’ve sent an invitation via email and the parent hasn’t created an account yet, you can resend the invitation.
- CONFIRMED: You’ve approved this parent.
- WAITING FOR APPROVAL: A parent created their account with the parent code but you first need to approve it.
- Action button:
- Approve: If a parent account is “Waiting for approval” you can Approve or Deny the connection.
Unlink: If a parent account is already linked to a student’s, you can unlink it at any time.
This summarizes what other classes your students are using Classcraft in. This only changes their stats if they are playing one class in Chapter 4 and one class in Chapter 3.
Use this as a reference only!
Only available with school licenses, co-teachers help you manage the day-to-day activities in your classroom without having full control over it. This section of your class settings lists any current co-teacher for this class and enables you to add new ones if you need to.
To add a new co-teacher:
- Click Add co-teacher in the top right corner
- Select one or more teachers from your school
- Click Next
- Optional: If you want, set a duration
- Click on Add co-teacher to confirm
In the co-teacher list, you’ll see the following information:
- Co-teacher name
- Co-teacher email
- Selected duration
- Remove button
Goals and competencies are set at a school level because they’re the foundation of schoolwide PBIS intervention. In your class settings, you can review these goals and competencies and use this as a reference. The image used for goals can also be seen alongside any behavior associated with that specific goal.
Goals are broad expectations that are shared by all the students in the school. Competencies are more specific than goals but can still encompass several behaviors. They both help organize behavior settings and expectations at your school.
Because this is managed by your school, you can’t edit anything on this screen.
In this section, you’ll find a list of all the behaviors (positive and negative) set up for this class.
By clicking Add behavior, you can create a brand new behavior for your class:
- Select if you want to create a positive or negative behavior ()
- Enter a description, which will be visible by you, students, administrators, and your student’s parents in the game feed.
- Select a priority or enter a value in Experience Points or Gold Pieces ( ) for positive behaviors or Hearts () for negative behaviors
- 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
You can only give your students Experience Points as a reward for their positive behaviors. As a teacher with a free license, you can’t use Gold Pieces.
To edit an existing behavior…
- Click on the behavior on the list or click the … button and select Edit
- Edit the description, priority, or both
- Click Save
You can only edit behaviors that you’ve created and may not edit behaviors created by your school administrators.
To delete an existing power …
- Click on the … button to open the submenu
- Select Delete
- Confirm your action
You can only delete behaviors that you’ve created and may not delete behaviors created by your school administrators.
The powers are the special privileges your students will be able to use throughout the Classcraft adventure. Initially, students only have access to universal powers, which are listed in their own section. All students can use these powers, regardless of having an account or not, and of their character class (if any).
As you progress in the chapters, you’ll automatically unlock other powers for your students, which are visible in the Mage, Guardian, and Healer section. These are unique to each character class.
In the class settings, you can view and edit all the powers your students will earn throughout their journey. There are two views: the list view, where you can use filters to view powers for a specific character sheet. The other is the grid view, where you can see the three classes side by side to know when powers are unlocked, comparatively seeing.
You can edit most power’s name, description, cost in Crystals, and decide whether a power is collaborative or not.
Tip: Collaborative powers grant Experience Points and are usually powers that benefit someone else than the student who uses it.
To edit a power, find it in the list and click on it.
- Edit name
- Edit description — not available for game-based powers ()
- Edit level — not available for game-based powers ()
- Edit cost — not available for game-based powers ()
- Make power collaborative — not available for game-based powers ()
- Save changes
After you edit a power that was created by your school or district (such as changing the name or cost), if school administrators later make changes to the same powers, the edited power will not be updated.
When a student loses all their Hearts, they risk getting a pledge. A pledge is a consequence, something the student commits to doing. The pledge a student receives is randomly picked from the list found in your class settings.
Here, you can add, edit, or delete pledges.
Adding a pledge
To add a new pledge, enter its description in the text field and click the green checkmark.
Editing a pledge
To edit an existing pledge…
- Click the pencil icon
- Edit the description in the field
- Click the green checkmark to save changes
You can only edit pledges that you’ve created and may not edit pledges created by your school administrators
Deleting a pledge
To remove a pledge from your list…
- Click the pencil icon
- Click the red trash can to delete the pledge
Be careful! There’s no confirmation so make sure you want to remove a pledge before clicking the red icon.
You can only remove pledges that you’ve created and may not delete pledges created by your school administrators
These fun, sometimes silly events, are great to start class on the right foot or for a short brain break. In your class settings, you’ll find the complete list of events that may be picked at random. You can create, edit, and delete Random Events here.
Creating a Random Event
Before you start creating a Random Event, try to get a general sense of what kind of event you want to make. Browse existing events to get a better idea of how they work. A Random Event can have gameplay effects or can be freeform.
When you’re ready, start by clicking the New event button in the top right corner.
- Enter a name for your event
The name is displayed at the top of the scroll. You can pick something fun like a quote from a movie or even a pun!
- Enter a description for your event
This gives context around the title and describes it. Don’t think of this as an effect or what your student must do, but more like a fun little line to get your students hooked.
- Decide who this applies to (optional)
If you want your Random Event to have a gameplay effect or pick random students, decide who this applies to. This could be things like: “One Random Mage”, “One student per team”, or “All the Guardians”.
You can skip this step if you don’t want a gameplay effect.
- Description & effect
Regardless of your Random Event having a gameplay effect, this should describe what you expect to happen when this Random Event is selected (could be “Everyone must wear a hat tomorrow” or “Silly sprites steal 5 Gold Pieces from all Guardians”).
- Decide gameplay effect (optional)
You can decide to give Experience Points, Crystals, Hearts (), or Gold Pieces ( ). You may also remove Crystals, Hearts, and Gold Pieces or set Crystals and Hearts to a specific value.
You can skip this step if you don’t want a gameplay effect.
- Remove effect
You can remove any effect you’ve created for a Random Event by clicking the trash can.
- Add effect
A single Random Event can have different effects so you can add as many as you want.
- Save Random Event
When you’re done, save your Random Event to add it to your list!
Editing a Random Event
To edit an existing random event …
- Find it on the Random Events list in your class settings
- Click the pencil icon
- Make any changes you want to
- Click the Save button in the lower right corner
Deleting a Random Event
Unfortunately, Random Events can only be deleted one at a time. To do so…
- Find it in the Random Events list in your class settings
- Click the pencil icon
- Click the Delete event button in the lower left corner
Be careful! There’s no confirmation so make sure you make sure you’re removing the correct event before clicking Delete event.
Kudos are uplifting messages students can send one another through the Shrine of the Ancients. When they send or receive Kudos, students will automatically receive a small reward. You can set up Kudos in your class settings.
Decide how many Experience Points and Gold Pieces students should be awarded for sending and receiving Kudos. To avoid students trying to play the system, we suggest keeping the number relatively low.
You can’t reward students with Gold Pieces when using a free account. They’ll receive Experience Points normally.
You can also decide to auto-publish Kudos. By default …
- A student enters a Kudos
- You review the Kudos
- If it’s good, you approve the Kudos
- You publish it to the class wall
Auto-publish merges steps 3 & 4 into a single step so that approved Kudos are automatically visible for all students on the class wall. You can adjust this setting on-the-go on a per-Kudos basis.
Note: Try removing auto-publish and have a celebration at the end of the week, reviewing all Kudos with your students for a super mood booster!
The first section of the game rules settings enable you to fine tune the game experience on a per-class basis.
The following settings can be modified. If you’re not yet in Chapter 4, click Show more to view the settings that are not currently used in your class.
- Experience Points needed to level up
After earning this amount of Experience Points a student will automatically gain a level, receiving their rewards such as Gold Pieces and a Crystal
- Additional Experience Points needed to level up after a set of 10 levels
If you want higher levels to be harder to reach, you can increase this value. For example, if you set this value to 150:
- From level 1 to level 10: Students need 750 Experience Points to level up
- From level 11 to level 20: Students need 900 Experience Points to level up
- From level 21 to level 20: Students need 1,050 Experience Points to level up
- And so forth…
- Experience Points per Crystal gained when a student uses a collaborative power
When a student uses a power marked as collaborative, they’ll automatically gain Experience Points. The number they earn depends on this setting.
- Amount of Crystals that generates every day ()
Every night at midnight, students may gain a little bit of Crystal so they can keep using their powers. Adjust this using the arrows.
- Amount of Hearts that regenerates every day ()
If you want, along with Crystals, students may be able to regain a little bit of Hearts to keep the game going. Adjust using the arrows.
- Amount of Hearts students have after falling ()
By default, after a student falls, they return to the game with 1 Heart but you can change this setting so that they return with more Hearts. This can’t be set to 0. Adjust using the arrows.
- Amount of Hearts lost when a teammate falls ()
When a student falls, all of their teammates lose a little bit of Hearts as well, sometimes creating a cascade effect. You can change the amount of Hearts lost by teammates here. Adjust using the arrows.
You can also adjust some settings to fine tune how the Grade Converter works.
- The amount of Experience Point for each point over the passing grade
When students surpass the passing grade, they’ll automatically receive Experience Points. You can adjust on a per-point basis here.
For example, if you set this to 25 Experience Points, on an assessment where the passing grade is 60%, a student who has 72% will automatically receive 275 Experience Points.
- The amount of Hearts lost for every five points below the passing grade
If students don’t reach the passing grade for an assessment, you can remove Hearts from their character. For example, if this is set to 1, a student having 50% on a test where the passing grade is 60%, would lose 2 Hearts.
If you’re part of a school or district license, the settings you’ll be able to edit are more limited. All settings related to Experience Points and Hearts are managed by your district (except for those from the Grade Converter).
On the other hand, you can adjust the grade for your class directly in your class settings. When you’re done editing your settings, click Save changes to apply them. If you’ve made changes and want to return to the default experience, click Reset to default instead.
Here, you can change settings related to the visual and auditive interface of Classcraft. The following settings can be adjusted:
- Class name
You can have a different language for your account and a specific class. Pick a language from the list to apply it to this class.
- Student sorting
Sort students by their first name in your class.
- Hide the description of Experience Points and Hearts in the game feed
This setting also applies for students and parents, meaning that they will know that Experience Points were earned or Hearts lost but not why.
- Allow students to view only the statistics from their teams rather than the whole class’
- Hide Experience Points and Hearts received or lost due to the Grade Converter in your game feed (also visible by students and parents) ( )
- Hide or display the class progression bar from your Class Dashboard
- Sound effects: Decide what sound and music you want Classcraft to play.
To import settings from another class (even an archived one) through this feature. To do so:
- Select a class from the list
- Click Next
- Select the settings you want to import (for example, you could import just the Random Events created in another class!) by checking the checkbox. You can click the down arrow to view select settings more granularly.
- A yellow warning sign indicates you’re importing settings that will overwrite your current settings, check the checkbox at the bottom to confirm the overwriting.
- Click Import
If you’re using Classcraft with one of our partner apps, such as LRNG, you can fine tune the experience here.
Archiving a class is like deleting it. Once you archive a class, you’ll no longer be able to use it to give Experience Points, remove Hearts, or use Class Tools. An archived class can’t be unarchived so archiving is a permanent action that cannot be undone.
You should archive your classes naturally at the end of the school year so that your students can easily start anew next year.
Even when you archive a class, you can still import its class settings (such as behavior list or powers) for new or other classes by importing your settings. Similarly, you’ll be able to access your Formative Reviews (Boss Battles) and Quests through My Library.
When you’re sure you want to archive a class, click Proceed. Confirm by clicking Archive.
If this is the last class students are currently using their characters in, their characters will automatically archived at the same time. An archived character can be found in the Hall of Heroes on the student’s account.