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Classcraft as a Resource to Implement Gamification in English-Medium Instruction
should provide it to students so they can create their accounts on Classcraft and register into the class.
Once this step is completed and students are registered, they can be grouped in teams−this step can be
done at any time and teams can be modified and reorganized according to the class needs.
When the whole process is completed it is advisable to check the section
Class settings
in order to
select the course language−English, in this case−and other options such as allowing students to see
only the statistics of their teams instead of the ones of the entire class, which can be very useful if the
teacher−or Gamemaster−wants to control competitiveness among the students. In addition, it is desir-
able to download the rules of the class and send them to the students in advance so they can get familiar
with the game dynamics and solve any doubt before starting the gamification experience.
Finally, to start the experience, it is recommended to devote at least one hour to explain Classcraft
to the students and let them some time to register, create their avatars, etc. Classcraft has an option
that allows teachers to present it to students showing an introductory video as well as other Classcraft
resources such as the summary of the rules, the students code and the Hero Pact, which is to be signed
by the students to state their commitment with Classcraft rules.
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