Managing the classroom behavior is something every teacher struggles with. Some classes are harder to deal with than others, but they all require some system of reward and consequence to keep the peace and allow lessons to occur without disruption. In the twenty years I’ve taught, behavior management has included some combination of earning Behavior Bucks for a monthly auction, changing seat assignments, being benched for recess or referred to the principal, and emails sent home to parents. I’ve never had a serious problem with behavior until this year.
Without going into the specifics of the behaviors (that would be too long a post!), I wanted to share my solution. At the CUE conference in Palm Springs this year, I learned about CLASSCRAFT.COM and could hardly wait to get home to try it.
Classcraft is a free web-based behavior management video game designed for sixth grade through high school. The interface is colorful and fanciful–it truly looks like a video game. Students log on and choose an avatar. They are put in teams where they choose the team name and logo. They also must designate team members as warrior, mage, or healer. Students earn XP (experience points) for behaving well in class. They lose HP (health points) for breaking a rule. AP (action points) are spent healing each other–this is important because if a teammate falls in battle the rest of the team loses 10 HP and may fall, too.
One of the coolest features is the parent piece. Parents set up an account that links with their child’s. They can see what their child receives each day for rewards or consequences. They can award their child GP (gold points) for doing chores, having a positive attitude, and finishing homework. GP doesn’t affect my part of the game because those points can only be used to buy accessories for the avatar like armor and pets.
The game comes with a set of rules, rewards, and punishments (like becoming ogrefied and having to sit alone at lunch for a day) but is completely customizable by the teacher, from rules to rewards to Random Events of the Day and punishments for those fallen in battle (who lose all their XP). Every morning I log on to the game and dole out rewards and punishments for the day before and conduct a Random Event. The entire thing takes ten to fifteen minutes.
Most importantly, it works. My class has been rather notorious around campus this year. I added a big reward for receiving a compliment from an adult on campus. Within the first week, the principal, a teacher, and a yard duty all gave them unsolicited compliments. I was very impressed. The students were very proud of themselves. They follow the game without reminders. One day a noon duty told me she asked one of my students why they were sitting alone. “I’ve been ogrefied,” the student said in a perfectly normal tone. I laughed, but the noon duty was very puzzled.
We’ve been playing the game now for two months. They are just as excited now as the day we started. Their behavior hasn’t been perfect, but what fun is the game if someone doesn’t occasionally fall in battle and become ogrefied?