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  • Do kids perform better when they feel like they’re playing a game?
  • Do kids perform better when they feel like they’re playing a game?
    Classcraft (2014) ©
CASE STUDY

Classcraft: gamifying the classroom

More than 7,000 pupils in 25 countries are learning with Classcraft, a platform that turns classrooms into MMORPGs. With the average young person in the US spending at least 10,000 hours playing online games by the age of 21, it seems like a logical move for education. But does gamification work for everyone?