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Classcraft is an online tool that utilizes modern gamification for students and teachers to interact and collaborate with each other in the classroom. Designed to promote student participation, this technology incorporates games for participants to level up, collaborate in teams, and earn rewards within real-world simulations. This technology allows students and teachers to engage in their lessons through a creative and modern learning adventure.  

Website: https://www.classcraft.com/  

You can use Classcraft for:  

 Active learning. Making space for students to interact with the content and/or with one another during class-time can support active learning and help students better recall information they are learning. Classcraft’s role-playing game (RPG) theme allows students to interact with course material through earning points, leveling up after epic battles, and collaborating with students in the simulation.  

Student paced mastery learning. You can create online asynchronous lesson quests for students to engage, allowing for individually paced learning experiences. This aligns well with Universal Design for Learning (UDL) practices, offering students autonomy around when and how they choose to engage with the lesson. 

Gamification. Keep students engaged while getting real-time insight into student understanding. You can observe student participation and award experience points for hard work and completing objectives. You can create a series of questions for student to tackle in an interactive battle lesson. Students can work individually or in teams to correctly answer the questions and beat the monster in order to advance to the next level.  

Classcraft functions as an interactive technology tool to engage students in their learning through low-stakes formative assessment opportunities. This online learning platform allows teachers to use interactive maps to create and track students’ progress with curriculum and assessment. The tool may require some instructor preparation time to add interactive elements to pre-made learning materials. 

2 Star –


Classcraft ranks 2/5 stars for accessibility. To learn more about the accessibility review, contact otl@du.edu. 

  • Supports Text to Speech (TTS) such as NVDA, Jaws, or Voiceover 
  • Does not support Speech to Text (STT) such as Dragon NaturallySpeaking or Voice Dictation 
  • Support for Alternative Input Experience/Keyboard Navigation is in progress 
  • Supports Screen Magnification and Color Contrast 
  • Does not have a dedicated accessibility website. They have a general support form for questions. 

Meet your new favorite class tool: Classcraft!  



How Classcraft Works 


This technology is not included with the University of Denver. Faculty, staff, and students may need to purchase a subscription. The technology may offer educational pricing with an “.edu” email address. Free trials or free accounts may also be available through the technology website. 

The University of Denver does not directly provide technical support. The Office of Teaching and Learning may consult on pedagogy. 

Visit the Classcraft Help Center for technical support.  

Kiryakova, G., Angelova, N., & Yordanova, L. (2014). Gamification in education. Proceedings of 9th International Balkan Education and Science Conference. 

Rabah, J., Cassidy, R., & Beauchemin, R. (2018, November). Gamification in education: Real benefits or edutainment. In 17th European Conference on e-Learning, Athens, Greece (pp. 489-497).  

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OTL Technology Rating
GREEN technologies are appropriate for teaching at DU. The tool does not pose a risk to student privacy or FERPA regulations..