June 11, 2026
Interview with Sylvain: How ClassMana turns learning into a game
Sylvain Marcoux has been a teacher in Quebec for over 8 years, working with children aged 6 to 12. Before and alongside
his work in the classroom, he also spent 14 years as a youth worker and youth worker trainer, an experience that feeds
his very lively approach to learning through play.
We asked Sylvain, a ClassMana ambassador, how he uses gamification to support his students' engagement, perseverance,
and success.
How does ClassMana fit into your teaching approach?

Since Classcraft closed its doors, I had the feeling that a valuable tool had disappeared from my classroom. ClassMana
filled this void brilliantly. Like what Classcraft represented, ClassMana is for me a wonderful tool to gamify
learning—a positive and stimulating game that transforms the daily life of the classroom. A way to make pleasant and
light what can sometimes be complex: academic, social, and emotional learning at school. My approach is inspired by the
reflections of Steve Bissonnette, "a recognized Quebec specialist in
effective teaching, particularly regarding explicit teaching and effective behavior management."
In this perspective, ClassMana becomes a concrete lever to put these principles into practice—every day, in the daily
life of the classroom.
How do you use experience points on a daily basis?
Every day, I use experience gains to encourage good behavior. I see the platform first and foremost as a positive tool,
whose primary purpose is to highlight rather than punish. When a student fulfills their role as a learner and respects
the code of conduct we built together at the beginning of the year, they deserve to be recognized. Experience point
rewards have been designed around concrete values lived in the classroom: arriving on time and being ready to learn
(ENGAGEMENT), being positive and hardworking, answering a question when called upon (PERSEVERANCE), showing respect to
others or helping a classmate (RESPECT), or completing homework before correction. So many behaviors that deserve to be
celebrated rather than just expected. Experience points are exactly that: a thumbs up, a warm signal sent to the student
to encourage them to persevere in their attitude as an engaged learner. Sometimes awarded individually, sometimes by
team, these points do not punish—they celebrate and encourage students to push themselves to reach their full potential!
What role do teams play in your classroom?
Teams are a key element of the platform. Students form their own groups of 3 to 4 people, choose a name, and take care
to identify each other's areas of weakness in order to better support each other throughout the school adventure. As
soon as the teams are formed, a real reflection begins: who is strong at what? How do our strengths complement each
other? How can we help each other on a daily basis? I have seen students support or call their classmates to order many
times so they can achieve their goals together.
How do you make rewards concrete for students?
This is one of the tools most appreciated by students. By spending their accumulated gold, they access real privileges,
negotiated and assumed within the framework of our classroom life: a week without homework, choosing their seat with a
friend, coming to school in pajamas, an extra recess, chewing gum in class, being the first to choose their seat in the
library, or a responsibility—or even, the most legendary: skipping an exam question. This store transforms accumulated
experience into something concrete and desired, maintaining motivation well beyond a simple grade.
What powers have you put in place?
Powers, unlocked by leveling up and activated with mana points, offer real advantages in class. Here are the ones
implemented in our group:
- Invisibility Cloak — Choose not to answer a question
- Shield — Protect yourself, or protect a teammate from a mistake
- Team Crystal — Work on an individual assignment with a partner
- The Comfortable Stranger — Wear your hat or headgear in class
- Big Brain — Access your grammar notebook during a test
- No Fog 1 and 2 — Skip one or two questions during an assignment
These powers are designed so that a student's strengths can support a teammate's weaknesses. Each power tells a story of
collaboration and mutual aid.
How do you use monster battles?
For us, they are real learning reviews in disguise. The monster appears on the screen, questions fly, and teams pool
their knowledge to defeat the common enemy. The students are engaged, excited, completely invested—they almost forget
that the questions are academic, as you can see in the welcome video on the ClassMana site, while the students
experience a monster battle. That is exactly the magic of gamification.
What memorable moments do random events create?
I use random events when the context is right: to finish an activity beautifully or propel a period with an unexpected
surprise. These moments create an electricity in the classroom that is hard to reproduce otherwise. The random tool is
certainly what creates the greatest number of unexpected and memorable memories; seeing your teacher forced by the
revealed event to be an old man with the posture and voice for the period, or seeing all the students having to address
each other with forms of politeness worthy of 15th-century nobility with many bows! The progression of the characters is
a long-term motivator. Students love customizing their avatars and unlocking new equipment and powers by leveling up.
With 35 levels to cross over the year, motivation is maintained week after week, hoping one day to cross even more
levels!
What advice would you give for starting with ClassMana?
If I had to give a tip for starting with ClassMana, it would be to first build a test class in order to "play" and
explore it as the students would. Then, when you understand the tool well, dive in with your students and take the time
to add the different elements with them: characters, teams, rules, and have fun surprising them with new powers that
appear according to your imagination! Surprise them with rewards related to the class dynamics!
What does ClassMana represent in your classroom dynamics?
In short, the classroom dynamic is built around all these aspects, where at any moment, a student can be encouraged in
their behavior, or use a power to change the course of their team's destiny. I use ClassMana on a daily basis to build
and support a caring teaching approach, driven by play. It is not about entertaining for the sake of entertaining—it is
about creating the favorable conditions for engagement, perseverance, and success. ClassMana is much more than a game:
it is a living pedagogical tool that grows with the class and gives every student (and the teacher) one more reason to
want to learn.
Thanks to Sylvain for sharing his experience! If you are looking for a way to gamify your classroom, you can
start for free with ClassMana.
Join the Conversation! Have thoughts or questions about this article? Join our ClassMana Facebook Community to share your ideas, ask questions, and connect with other like-minded educators!
