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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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
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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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
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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!
Ribbon HUNDRED 2020
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
innovation
Classtime (www.classtime.com)
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
Ribbon FINLAND 100
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
Ribbon FINLAND 100
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
Ribbon HUNDRED 2019
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
Ribbon FINLAND 100
innovation
The Gaming Room
The Gaming Room is a space created and built in schools where learning takes place through games. The space functions as a new kind of learning environment both during and outside lessons.
Technology Escape Room
The Tech Escape Room was designed using quiz, algorithms, programming problems, mathematics, literary poems, physics, chemistry and electromagnetism experiments. The result is that, students spend 90