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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.
innovation
MirMe by LogicMills
MirMe is the world’s 1st validated, online, game-based psychometric assessment for 21st Century Skills. Validated by the Max Planck Institute (Berlin), the skills measured map directly onto best-pract
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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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Kahoot!
A game-based learning platform that allows educators to create fun learning games in minutes. Students take part in games at school or at home and can even create their own. Kahoot’s mission is to unl
innovation
Socrative
Socrative is the classroom app for formative and summative assessments that allow you to quiz and grade at the speed of learning from any device. Check student understanding with prepared activities o
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Proyecto LAZOS América Latina
Proyecto basado en herramientas de Comunicación para el Desarrollo que promueven la digitalización del campo, la mejora de la calidad de vida y el empoderamiento de jóvenes de escuelas rurales y agric
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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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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
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