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Henrietta Lehtonen

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An authoring tool for creating educational games

Seppo

Helsinki, Finland
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 can add physical movement to any school subject. All Helsinki City teachers have a Seppo license.
Introduction

What is Seppo?

“It was easy to get into Seppo. The students were exploding with the joy of learning and experimenting and demanded more. The kids had excellent performances, moved around and were fully in.”

Teacher using Seppo

Creating, maintaining and enhancing learning motivation in schools has become a growing challenge because the world around us offers increasingly exciting and motivating stimuli for children.

Schools have to keep up and make education exciting and relatable to the students' lives. There is a great need for ways to make learning fun in a pedagogically meaningful way. 

Seppo, the gamification platform, has been procured for all Helsinki City Schools, from primary school to vocational institutes. 

 

The Seppo platform motivates students to learn by transforming their school assignments into a game. Seppo games are a good way to learn, as they develop group work skills, media literacy, critical thinking, and digital storytelling.

The teacher can set the game in or out of the classroom: in class, the schoolyard, in the city centre or even a museum. The students solve the tasks with mobile devices and the teacher gives them instant feedback.

The teacher can communicate with the students using Seppo and follow them on a map using GPS. The game can be set so that it requires moving to a certain area or in a certain task. By doing so, Seppo motivates students to be physically active in any subject. Seppo increases physical wellbeing but there is evidence it can be good for wellbeing on the whole: gamification through Seppo has benefitted getting NEET youth back on board with school.

The idea for Seppo was born when high school history teacher Riku Alkio was visiting Rome on a field trip with his students. The students created "Amazing Race Church Edition" which took them to churches all around Rome. The game made students so enthusiastic that they raced each other from church to church. When the students were given time off, instead of shopping and visiting cafés the students headed back to the churches - to learn more.

Never before had Riku seen students so excited about studying. The experience convinced him that it is a great idea to use games to support teaching. 

Read more ›
Innovation Overview
6 - 18
Age Group
-
Children/Users
1
Country
2015
Established
For-profit
Organisation
3 891
Views
Tips for implementation
A Seppo license is sold to schools. A computer or tablet is required for the teacher to monitor the game, as well as mobile devices for students and an internet connection.
Connect with innovator
Henrietta Lehtonen
HundrED Review
Innovativeness

Seppo makes it easy to integrate games into teaching and brings learning into new environments.

Impact

Students' enthusiasm for learning increases and they learn a variety of skills.

Scalability

Seppo is available in English, Finnish, Swedish, Dutch and Arabic and available for use immediately after the license has been purchased.

Media

See this innovation in action

Comment
Gamification education through Geo location
Bogdan Badiu
Comment
SEPPO is a cloud-based learning platform that gamifies any educational activity. Students work in teams using their smartphones to perform different tasks targeting different learning outcomes set by the teacher. The students are highly motivated because they get to use their smartphones in education. They learn 21st Century skills because they have to work in teams and solve problems. I have never seen students so engaged in learning as when I use SEPPO.
M
Comment
Seppo is right on the core of the new Finnsh curriculum - it activates the students, it helps the teacher to create innovative learning environments, it forces the students to suit and apply their knowlwdge in various situations and exercises, it takes teaching/education and learning outside of the classroom - and on top of all, Seppo really makes learning FUN!
J
Comment
Seppo is easy to use and can be used in just about everything. I use it in classroom as a work platform/ portfolio. Also it can be used to get the pupils outside to explore.
T
Comment
Seppo made exploring our new teaching spaces a fun experience for our staff. It helped structure our activity and create extra motivation for the participants to engage with the activities we had designed.
J
Comment
Seppo is always a positive learning experience for students, which we have used many times. The platform creates excitement as the player is active, rather than passive, there is social interaction and students receive immediate feedback which enhances learning. This creates intrinsically motivated students. It means students want to learn! The timer tool helps develop self management skills and the multi-media options allow for a great variety of resources for students to access.
H

Milestones

Achievements & Awards

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Steps

Inspired to implement this? Here's how...

01
Learn more about Seppo
Discover Seppo and the pedagogy behind it.
Read more
02
Purchase the license
Licenses are sold directly to schools, enabling every teacher in the school to use Seppo.
Read more
03
Select a subject and place
Decide what you want to teach with the game and where to play.
Read more
04
Log in to Seppo
You will receive more detailed instructions with the license.
Read more
05
Create a game
Make a game board out of a map, floor plan, or a picture related to the theme of the game.
Read more
06
Adding tasks to the game
When creating tasks, it is a good idea to take advantage of the game’s location. The game brings learning to the real world, so it is easier to understand what is taught when it is relatable to your own life.
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