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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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Aplusclick Assessment of Math and Logic Skills
A+ Click helps teachers worldwide to use more than 12,000 math and logic problems in English to compose own assessment tests for a specific subject, theme, and grade / age. No fees, no ads, and no sig
SkillGrower
SkillGrower is the go-to, standalone solution for all math learning needs at home or at school for K-12 education (ages 7-18). Students do up to 5-10x more than with other methods, resulting in 12% in
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Night Zookeeper
A digital learning tool that inspires children to create their own characters who live in a magical digital world. The focus is to improve writing skills through gamified learning.
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La Aldea: Stories to stay at home
This multi-platform curriculum based on fables aims to educate children in citizenship and socio-emotional skills, encouraging them to have fun while reflecting on their reality. During 2020, and in p
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Teacher-Gamer Revolution - using Role-Playing Games (RPGs) in Education
RPGs facilitating intrinsic motivation & distributed cognition, generates team building and solutionary leadership. 36 literacy, socio-emotional, kinesthetic & creative life-skills help learners with
GraphoGame
We are a Finnish company bringing together universities, game developers and educators to create fun, evidence-based literacy apps for young children in every major language. GraphoGame teaches letter
innovation
Skolen Online - StudyOnline.school
With online classes taught by skilled teachers and the possibility to self-study we provide learning solutions for homeschoolers, students living abroad as well as for students not thriving in tradit
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Magical U
Magical U is a simple and powerful game that allows a child to release negative emotions and memories from their subconscious. It enables them to connect with their feelings through pictures, express
innovation
Ground_up
Ground_up facilitates educational leaders ’collaboration to solve complex problems at school. We create problem-solving mastery experiences, and we are designing a social network for teachers where th
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ASIGNATURA RECREACIÓN INTERACTIVA PARA ESTUDIANTES DEL BACHILLERATO, SUS FAMILIAS Y COMUNIDAD
Proporciona a estudiantes herramientas para formarlos como recreadores de sus familias y comunidad, 3 lapsos de 3 meses c/u, 2 horas a la semana. Familias unidas con actividades. Alumnos del 5to año c
Ringbeller
Described as "TED meets Sesame Street" by Forbes, a 5-minute Ringbeller lesson is proven to improve behavior in kids, creating better attitudes about themselves, others, and school. “Relatable, enter