Classmaster packages the educators lessons and material as game “quests,” that have the game design elements wrapped around them to make them interesting for students.
We don’t force the square peg into the round hole. The teacher uses the same material they have always used, and students are rewarded by doing their coursework.
As students “quest’ by doing assignments and homework, they are advancing their characters in the game world.
Classmaster is also unique in that the interface is set up to match the learning goals of the instructor.
The learning goals of each lesson are assigned values (based on difficulty/importance) and when the student completes each type of activity, they are not only rewarded with generalized goals, like points (experience for leveling up), and badges (for completing different tasks), but they are also directly influencing the game stats of their character.
Value Proposition
Explanation of Quests
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