April 27, 2026
Ambassador Interview: Dan Taviv on Gamifying His High School Classroom in South Africa
Dan Taviv is a math and IT teacher at Yeshiva College in Johannesburg, South Africa, with over a decade of classroom
experience. A former Classcraft user and now a ClassMana ambassador, Dan uses gamification to drive
student engagement across his Grade 8–12 classes — from real-time experience points to daily random events that his
students can't get enough of.
We spoke with Dan about how he transitioned from Classcraft to ClassMana, and how
gamification has transformed participation and behavior in his classroom.
Can you briefly introduce yourself?

My name is Dan Taviv, and I am a teacher from South Africa with over 10 years of teaching experience. I am currently
teaching at Yeshiva College, where I work with Grade 8 to Grade 12 students (ages 12–18). I specialize in teaching
Mathematics and Information Technology (Computer Science/Programming). I typically teach around five different classes,
and have experience working with a wide range of class sizes, from small groups of 3 learners to larger classes of up to
31 learners.
How did you use Classcraft in the past?
I used Classcraft daily as a staple of my classroom management approach. It played a central role in encouraging
positive behaviour and increasing student engagement. I used it to motivate students to participate actively in lessons,
particularly by rewarding them for answering questions and completing classwork first. It was also effective in
expectations around behaviour and supporting accountability for homework completion. What I appreciated most about
Classcraft was how it turned everyday classroom expectations into something engaging and game-like, which helped
students stay motivated and invested in their learning, especially with Random Events keeping things interesting.
After Classcraft disappeared, what were you looking for in a new tool?
After Classcraft closed, I needed a tool with the same functions I used most. This included rewarding points for good
behaviour and losing points for bad behaviour in a clear and consistent way. I also wanted students to be able to gain
special rewards, like powers, after levelling up from earning positive points, as this was very motivating for them. A
system to display and manage all their points was important so both I and the students could easily track progress. I
also liked having a fantasy setting where students could use their powers, as it made the classroom more engaging.
Lastly, a random event generator that I could edit was important to help keep lessons unique, fun, and interesting.
How are you using ClassMana in your classroom right now?
I have the page open and ready before students even enter the classroom, as learners can earn points for being the first
students seated and ready with their stationery out. It is displayed on the whiteboard using a projector so all students
can see it clearly. I keep it visible for most of the lesson, only switching away when I need to display work or
questions. I regularly switch back to it to show experience being rewarded or health being deducted, so students can see
the immediate impact of their behaviour and participation.
This helps keep students engaged throughout the lesson, as they are constantly aware that their actions can earn rewards
or consequences in real time.

Which ClassMana tools or features work best for you?
The points and stats system, including experience, health, and gold, works best for me. Learners really respond to
seeing their points change based on good and bad behaviour. It makes everything more immediate and meaningful for them.
They also become quite competitive, trying to earn more points than their classmates, and they take pride in gaining
experience, especially when it comes from answering questions or participating well. It is also very effective for
managing behaviour. I can quickly address poor behaviour with a simple click to deduct health, and the strong reaction
from other students reinforces the consequence. Even if the learner is not paying attention at first, they quickly
become aware through the class response.
What do your students seem to enjoy most about ClassMana?
My students absolutely love the random event of the day. They ask for it every lesson and remind me if I forget. They
even request make-up events if I am absent or if school is closed for holidays. They really enjoy that each day brings
something weird, fun, and unique. They also like that it gives them a chance to earn points in different ways, not just
through normal class participation. The random trivia and quirky physical activities are especially popular. There is
always a sense of curiosity about what the activity will be, and they often ask for more, even though I only allow one
per lesson. To help manage behaviour, I have started using random events as a privilege. If a class is misbehaving or
too much time is needed to deduct health or manage incomplete homework, then we do not get to the event. This has made
students more aware of their behaviour, as they know they can lose something they enjoy.
What tips would you give to other teachers using ClassMana?
It is very customisable, so use what works best for you. Do not be afraid to start with one or two simple systems at
first, and then slowly add more features as you become comfortable and discover better ways to use it. Every teacher,
classroom, and even each class is different, so different approaches will work in different situations. Do not be afraid
to use it in your own way and adjust when necessary. At the end of the day, it is a tool to make your life easier and
help manage your classroom, so focus on what works best for you and your students.
What is the most unexpected, funny, or memorable thing that happened in class?
One of the most memorable moments for me, which really shows how strongly students respond to a system like this, was a
humorous incident from my early years of using it. I had a class arriving straight after another, and in that class was
a very shy and quiet girl who barely spoke and was always very polite. At the time, students could earn experience and
gold for being the first seated with all their stationery out, showing they were ready to start the lesson. On this
particular day, a student from the previous class had recently been injured and was using crutches, so they were moving
more slowly than usual. The shy student had rushed in and was waiting to sit down in her seat, which he had been using
in the previous class, so she could earn her points. She became so anxious about missing out that she suddenly yelled at
the injured student to hurry up. Both she herself and I were completely shocked by the outburst, as it was very out of
character. She immediately apologised, but it stuck with me. It was such a clear example of how seriously students can
take the system, even a normally quiet and reserved student reacted strongly over something as simple as imaginary
points.
Thank you to Dan for sharing his experience! If you're a teacher looking to gamify your classroom, you can
get started with ClassMana for free. Read our
interview with David Mueller, another ClassMana ambassador, for more
gamification ideas.
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!
