Strategies in Doling Out XP ?!?

I have 5 classes of 40 students in each class. I am not YET able to figure out the best method of doling out XP so i can keep track of it. I have read through the old forum for ideas, but i wonder if the classes are as big as mine..... Anyway, here are ideas I've sorted through and dismissed for the following reasons. Is there another idea that works for you and you see it working in my large classes?  Thanks!





I have 5 classes that average 25 - not nearly as big as 40 but still more than enough to make managing XP difficult. Last year I implemented the daily "Hand of the King." This student would be in charge of doling out the XP based on the perks set up in my classroom. Since everyone can see the game feed l, it would be obvious if anyone abuses the "power" or does not award XP fairly and equitably. I did a show of hands at the end of class but a quick Google form could allow a straight, anonymous "yes" or "no" vote to award the points could work as well.

Each day a new student would be in charge of this. Last year I gave the Hand of the King my iPad (which I had locked to the Classcraft app). I teach high school so I wasn't terribly worried about the iPad being dropped. I thought about giving them a one-time log in, but it might become too much of a hassle to constantly change it.

While I still had ultimate control and could manage anything from my desktop, it really freed up not having to constantly find and click for XP.

Hope this helps!


Thanks for ideas of how to make it work with students. I do have access to an ipad and I actually thought of using it for Classcraft. But I like better having a student use it for the XP.

Patrick I have a question for you, do you deal with HP on the fly? My thought was to record it on paper, and then go over it the next day... Though I see problems with this (I was just trying to not stop the flow of the class (flipping my computer screen to Classcraft from what we are working on)...


I also use "Hand of the King" strategy, and provided an already logged-in chromebook or ipad to the Hand. My hand only changed at the turn of the semester, however, so I had a student that was a solid at multitasking, and in a couple of days was quick on the draw with experience. Not really fair, I know, but it was efficient. The student even got to know my thinking and would frequently ask to give the class experience for various good behaviors that I would have overlooked.

Some of the students also trained themselves to send me reminders through the chat that I'd promised them XP if I forgot during the day.

The HP has to be interactive (for warriors, and to make it meaningful to the moment). It is incredibly intrusive to teaching, especially in a class with a lot of 'personality'. My hand was confident, and with a loud voice would ask members of the team to protect, etc. I think Classcraft is favored toward a classroom that is geared for facilitation, and if you're doing some direct instruction, then put off the 'hits' until individual or group work time.

I've always thought it would be cool if Classcraft were a little more automated. You subtract the HP, but it only sends a notification to the affected team, and they have to choose a YES/NO to protect, then automated consequences occur, etc.


Yes, I do see the benefits of having an assigned Hand of King (or at the very least one a month or quarter....) as the student would get better at being the "King's hand" 

I like that your chosen hand was so good that they would even ask members about protection and such.  Alright, thinking of who could be my hand....

I like your automated suggestion, perhaps the classcraft powers are listening... 

I'm curious, what level do you teach?


Thank you for the advice in the King's Hand. I tried it this week and it was beautiful. I give the KH 5 Gold Points a day for doing this. I told a friend at school (we are both trying out CC this year for the first time) and she was skeptical at first, but now agrees that it's the only way we can dole out points effectively.

Glad it's working out. I teach 8th grade in the US (13-14 year old). My only fear with the strategy is that students might become resentful of a Hand who starts pointing out serious behaviors. We have to do a lot of community building each year. They come in with a 'teacher vs students' attitude, and a 'snitch' might be shunned.

I do it with my 2 classes of 8th graders, and 1 class of 6th grade students. (I have a student aide in my other 2 classes, who do it for the other 2 classes I teach.)

I understand the snitch aspect, so I am careful... (at first I only planned them to give XP, but then they just morphed into taking the HP, and it's worked well).  Perhaps it's because the are doing both (mostly giving wanted GP and XP) sometimes taking HP. 

The King's hand only takes away HP when directed by me. I also help with the HP. The student lets me know if  someone can save them and I call out their name and give 3 seconds for the save.  Though one one of my students feels safe doing this part, so she has started owning it (mind you, its been 1 week now!), and that's cool. One caveat, If it would make someone fall in battle, they do not do it. I put it on my screen. My King's Hand told me twice last week that someone would Fall, so I take it over then and show it to the class. (Also that's part of the "fun" of the game for kids; of seeing which sentence is given)

so far only 2 students have fallen in battle and the sentence received were

  1. Lose All Your AP
  2. Last to Leave the Classroom

Also, I plan on switching king's hand every 2 weeks.  As kids seem to want the role... (that & the 5 GC a day that they earn with it)

Anyway, it seems to work well with my 2 8th grade classes.

:) (Yay)





I like those sentences! Thanks for sharing!

Kari, I like those sentences too! 

I use a clipboard and tally system, usually giving them 10 or 20 points a tally when we do question review. With bigger classes, I tend to give them more points per tally since I know they are doing more than I am hearing and I give them that benefit of the doubt in that way. I tried the King's Charge today and it worked out really well. My 8th graders are itching to have a job sometimes. 

I also do a lot of assignment based points, if they complete it, I'll check it, and they get XP. I also make an answer key, so those who finish early can trade with a parter and correct the other's paper in red pen. If they do so, they earn an additional 50XP. So I don't have to check it! Mwhaha. It's also an additional learning experience from them etc. etc. 

One idea to prevent cheating with the King's Hand is to volunteer two of them and have them tally up points separately. Obviously leaving some room for error, but if you notice one reports more inaccurately than the other, you can change them out. 

A quick way to input grades in the Premium version is to use the Gradebook. Not sure which version you have, but that way you can type the numbers in and click enter. Saves me tons of time.



Thanks for your input. I like the idea of having a double up system. I think I was just a bit afraid to get started at first. Now that I'm doing it, it's seamless, and I haven't noticed any cheating in the system.

I do use the premium version and love it. You are absolutely right about XP through assignments, I love how it is seamless with Google. 

I really like my sentences.... though am always open to another to add. I do not want them to be too punitive as it's part of the game and often team members drop because of others. More punitive punishments (like a conference with the teacher after class/phone call home) are done outside the game. I've only had one of these so far this year. Anyway here is the list I've settled on (so far). . . .Today I got the nicest letter from a student who served her sentence:

I don't like to use it to reinforce simple behaviors like answering questions in class.

I give XP for things that are above and beyond and happen less frequently in class.

I also convey that:

A) I will not always give XP for positive behaviors, it will be done so randomly (the benefits of random rather than consistent reward systems are backed in psychological research).

B) If a student ASKS me to be rewarded with XP for their efforts, I will not give them XP.

With these rules in place I'm able to abstain from alt-tabbing to classcraft during classes where we can't afford the distraction, and I'm also able to open it up during class to give motivation and reinforcement without setting precedents that might waste class time.

Hi Jon, 

Thanks for your comments. I agree with random/intermittent reward systems. . . . I'm curious how do you insure that it is random?

Regarding the don't ask for XP rule:

I had a 6th grade girl tell me in the second week of school that she helped So-an-So with a task.. (I cringed and paused in my head as she was asking for XP. (and thought to tell her that when you ask for XP, you don't get it) But then thought, well if this encourages her to be helpful to her neighbor, it serves its purpose and sweetly told her "Well that deserves XP".....

It was the second week of middle school, and was trying to enforce helpfulness in the class, and XP served its purpose....  I was worried that her request would set precedence for asking for XP, but it didn't.... interestingly enough, no one has asked since. 


I suppose it wouldn't be perfectly random unless you're rolling a dice yourself. But it doesn't need to be.

The idea is that the participants should believe its random, and to keep that idea in place you should try to make sure that rewards are somewhat even among those exhibiting the behavior, as well as frequent enough that they serve as a motivator. However, they should be infrequent enough that they don't completely detract from intrinsic motivation. Doling out XP less often also means less upkeep for you. Yay!

I'm OK with students letting me know they helped someone, as long as they don't mention XP. This hasn't been a big issue for me, but I am a lucky guy with pretty great students. Sometimes I remind them that I'm always watching, and don't need to be informed.

I have been playing classcraft with my students for 2 weeks now. My classes range from 19 to 27 students.   I find it difficult to give xp out during my lessons, so here is what I do.  The last 5 minutes is when we play classcraft.  It is kind of our exit ticket every day.  



 I have chosen to give out 100 xp at the end of every class for (being positive and working hard in class).  The only other thing I give xp for is 75 points for (helping another student with the material).  I go to the team menu and mark any student absent that wasn't there, then dole out the xp all at once.  Then we kind of have a celebration as we see who just leveled up, and I give them a level up bonus of 200gp so they can immediately start gearing up.  They love getting new pets to train, and usually are able to completely gear up the same day they level up.  The 75 points of xp has helped me with the students who are absent getting caught up much faster because their teammates are willing to help. 



At the same time that we are celebrating those who leveled up, I am entering any HP losses from the day.  I teach at a one to one school, so my biggest battle is getting kids to bring their ipads to class charged.  So here is my HP list.  

  •   -25  not participating in group or partner work  -20 throwing things or talking while teacher is teaching   -15  using phone or ipad inappropriately  -10  forgetting to bring or charge ipad  -5  standing by the door waiting for the bell   

So far this has worked for me.  I know there is a lot more to the game that I can add as I get more comfortable with it, and I am so glad this is available for teachers that want to use it.  



As we all know, using Classcraft is a work in progress, and since my last post, I have realized that using it at the beginning of class is a better choice.  I have started putting my starter questions in the classroom content section.  Students have to log into classcraft to see the question, and then write it on paper and answer it.  While they are in there, I have found that they teach each other how to use the game.  Someone always says, "how did you get that cape?" and so they show each other how to use GP to purchase equipment and gain new pets.  The longer the kids play, the more they seem to get into it.  At first, it is just overwhelming to them, so I would suggest starting slow with students.  I have enjoyed introducing them to one new aspect of the game each week.  And they are starting to want to make suggestions on powers, which is going to really motivate them since it is a power they want!!


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