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Labyrinths & Laboratories: Player's Handbook

1.) What is Gamification of a High School Classroom?

1.) What is Gamification of a High School Classroom?

Nov 22, 2024

1.1 The Legacy of Classcraft

Classcraft, an educational gamification platform that operated from 2014 to 2024, significantly influenced classroom dynamics, enhancing both engagement and collaboration among students. Created by Canadian teacher Shawn Young, the platform gamified classroom interactions, encouraging positive behavior and teamwork through role-playing mechanics where students assumed roles like warriors, mages, or healers. The system awarded experience points for actions like helping peers or excelling academically, while penalizing behaviors such as disruptions or bullying. This approach transformed traditional classroom management by integrating game-based learning into everyday lessons, fostering a cooperative environment rather than one focused solely on individual achievement.

For educators, Classcraft provided a flexible tool that could overlay existing teaching methods without requiring a complete overhaul. It empowered teachers to reward desirable behaviors and outcomes in a way that resonated with students, often leading to increased participation and inclusivity. The program particularly stood out in its ability to engage students who struggled in traditional settings, with many reporting higher motivation and a stronger sense of belonging. Its features included customizable game mechanics and scalability for various classroom sizes, making it accessible for diverse educational contexts.

Despite its success, challenges such as sustaining engagement over time and the financial sustainability of the platform led to its discontinuation. The closure of Classcraft marked the end of a pioneering era in classroom gamification, but it left a legacy of innovation, highlighting the potential for games to reshape educational experiences and inspire both students and teachers to think collaboratively and creatively about learning.

1.2 Filling the Gap Left By Classcraft

Several teachers, entrepreneurs, and app developers are currently seeking to fill the gap left by Classcraft’s discontinuation. Labyrinths & Learning, designed by 17-year teacher and 42-year Dungeons & Dragons Game Master Jon Klement is currently in beta development with a Kickstarter planned for Spring 2025 to fund a full launch.

Labyrinths & Learning will include breakout subject modules, including: 

Labyrinths & Laboratories (Science)

Labyrinths & Logarithms (Math)

Labyrinths & Lore (History)

Labyrinths & Laws (Civics)

Labyrinths & Libraries (English)

Labyrinths & Languages (Foreign Languages)

jonklement194
Jon Klement

Creator

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Labyrinths & Laboratories: Player's Handbook
Labyrinths & Laboratories: Player's Handbook

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"Labyrinths & Laboratories" is a classroom gamification system for high school science classrooms. Building on the lore of the "Rise of the Sciencemancer" serialized adventures on Tapas, "Labyrinths & Laboratories" can add elements of role-playing games to your students' high school science classroom experience, stimulating engagement with the material you, the teacher, want to impart to them in new and exciting ways.
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1.) What is Gamification of a High School Classroom?

1.) What is Gamification of a High School Classroom?

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