Gamification innovations

Gamification in education is an educational approach to motivate students to learn by using video game design and game elements in learning environments.
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Classtime
Classtime is a solution for teachers that complements in-class teaching with immediate feedback on every student’s level of understanding by asking questions and validating answers. Our Collaborative
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Scratch
Scratch es una plataforma de aprendizaje de código y una comunidad online que permite a los niños de todas las edades crear código, compartirlo y mezclar sus propias historias, juegos y animaciones. E
VideoWiki "Video Wikipedia for Learners and Creators"
We offer a tool for teachers. They copy-paste the content they want to convert to a video.A collaborative platform for learners and educators to secure learning continuity in times of restrictions and
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Kahoot!
Una plataforma de aprendizaje gamificado que permite que los profesores creen juegos divertidos para aprender en minutos. Los alumnos participan en juegos en casa o en el colegio y pueden incluso crea
"School of Fish" Digital Literacy Curriculum for Preschool
World’s 1st Digital Literacy curriculum teaching “Computational Thinking” in both classroom and online environment to preschool. “School of Fish” offers a full curriculum with lesson plans; combining
innovation
Press Start Academy
Press Start Academy is a groundbreaking after-school education concept where all learning takes place via play and games. Our programs are designed using gamification and game-based learning concep
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innovation
Money Flow Challenge
Money Flow Challenge allows young people to learn about key issues in managing personal finances, from planning income and expenses to investment and loans, all through a game!
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Yrityskylä
All school children should have access to basic skills in economy and working-life. Yrityskylä -learning module helps pupils to be more prepared for further studies and working-life. It gives young pe
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innovation
Adventure Pedagogy
The innovation takes a holistic approach to game based learning. Adding game elements into teaching in any subject gives students the opportunity to influence their own learning in an inspirational wa
innovation
Flipped Roles
Educational practice based on the exchange of roles between student and teacher, at the time of designing, solving and assessing tests, tasks and activities. Flipped Roles implies that the teacher be
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innovation
ViLLE
The ViLLE eLearning path makes it possible to enhance and differentiate teaching. It introduces gamified, automatically assessed and motivating tasks into math, programming, and language teaching, whi
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Seppo
Seppo is an easy-to-use tool for teachers that makes lessons inspiring and motivating for students. Students solve problems in teams using mobile devices and teachers give feedback in real-time. Seppo