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In order to organize K-12 students’ course, I consider that the winner is Classcraft. Young students have lower self-control. Thus, developing the interests of learning and cultivating positive learning behaviors are primary missions on a class. Students have preference for different classes. Gamification provides students a reason for participanting class and having fun while learning. Also, using Classcraft every day and following the same routine and rules helps to integrate gamification into normal class experience and reinforce the positive patterns it creates. Consistently, students keep good learning habits regularly over the long-term, and are benefit for higher education. Additionally, students works in teams that they support each other and also monitor their actions because their rewards and penalty are connected. However, Moodle is not appropriated for K-12 students because it’s hard to require them to read materials and do assignment by themselves along. Young students are possible to skip the works due to the low self-discipline.

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Moodle is a free and open-source learning management system which helps educators creates online courses with a focus on interaction and collaborative construction of content.

Moodle is a virtual learning environment and can be used in many types of environments such as education, training and development and in business settings. Here we focused on the K-12 education for comparing with Classcraft.

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Classcraft is a tool that creat the playful and collaborative learning environment by technology, game, and storytelling for K-12 students. Each member included the teacher of the class have a role of character and works to earn power. The teacher can manage the game.

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Classcraft - Classcraft for Teachers and Classrooms

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Discover how Classcraft for teachers is transforming classrooms by increasing student engagement, easing classroom management, and connecting with every student

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Gamification is attractive to young students, leading them pay attention on class.

Facilitate discipline. Encourage them with experiences when they do well, such as answer question/ help others-+60XP

Encourage students work hard. Students earn powers that grant special privileges, such as “student may ask the answer to 1 question on a test.”

Lead students to better results in the long-term. Students will lost point for behaving in a negative way. In long term, Classcraft builds students’ good habits.

Train teamwork skill. Playing game is a good way to learn cooperation.

Motivate sense of group honor. Students play in teams. Their behaviors impact other members’ points.

Resources. Many teachers shared their course setting.

·       Easy to setup a new course by following instructions.

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FireShot Screen Capture #004 - 'Classcraft' - game_classcraft_com_teacher_home

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Students focus on obtaining privileges but ignore to learn the positive behaviors.

Gamification diverts attention from the class contents.

Only works in classroom circumstance.

Focus on the students’ behaviors but course content.

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Free to start your Moodle course.

Unlimited users

Customized course in own way

Multi-learning activities

Learn anytime, anywhere

Organized logically and clearly

Create courses easily using simple editing settings that will allow you to display materials in a format best suited to your learners.

Customized grading scales and rubrics. Assign different markers to assignments, manage grade moderation and control when marks are released to individual learners.

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FireShot Screen Capture #005 - 'Features - Moodle' - moodle_com_features

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Difficult to do teamwork, and no motivation on sense of group honor

Lack of communication tools to connecting students and educators

No reward or penalty mechanism

Complex operation for young students

Organized regularly in words that without incentive for young students

High requirement for students’ skill of self-discipline