Originally published in TEACH Magazine, November/December 2019 Issue
By Adam Stone
At Chapelwood Elementary in Indianapolis, Amanda Moore has turned to “gamification” to motivate her fourth-grade students.
Students use the Classcraft platform to build avatars, or virtual selves, and then earn points for completing lessons, helping classmates, or displaying other positive traits. “Whatever behaviour I want to see improve in class, I can reward points for that in the game,” Moore says. “Then they use the points to level-up their character, which means they get more armour and they look cooler.”
Adam Stone is a seasoned journalist with 20+ years’ experience. He covers education, technology, government, and the military, along with diverse other topics.


