Give your project a boost. Make the project more fun, challenging and effective by adding gamification with The Edumundo App.
Together, we transform existing project assignments into challenges and incorporate game mechanics such as time pressure, leaderboards, badges, and rewards. This initiates competition among classes and teams.
Challenges are active assignments. They can be mandatory or optional. The assignment is received through a push notification on the student's smartphone. The student accepts the task and then completes it individually, as a team, or collectively in class.
With each assignment, 'points' can be earned. In a rankinglist tracked within the app, students can see how they, their team, and their class are performing compared to others. Throughout the duration of the project, the competition is truly 'on'!
The points can be exchanged for certificates and badges in the The Edumundo App Store. This adds an extra motivating layer to the education.
Edumundo will assist existing project assignments / modules by converting elements of them into incentivised challenges using our Edumundo App to inform and engage students.
We add game mechanics such as deadlines, team rankings, badges, and rewards developing a competitive but fun digital learning experience.
Includes: a custom-made scenario filled with challenges appropriate to the project, teacher training, a student kick-off and customer support.
Do you already have challenges developed but are missing the right platform? Or do you want a free hand in designing your own project/module? You can also use Edumundo App Blank as a completely empty canvas for you to use as you see fit.
Of course you will still receive a coordinator training for the dashboard so you can design your own challenges with our friendly step by step platform. You will receive a tutortraining as well so you can monitor your students progress in the dashboard. We, of course, will still support you throughout your project with our customer friendly helpdesk.
With the Edumundo App Blank there are unlimited possibilities.
Bai, Shurui & Hew, Khe & Huang, Biyun. (2020). Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts. Educational Research Review.
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