Make educational games in no time
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Create a growing variety of game types
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Word Search Puzzle
2,584,396 made -
Crossword Puzzle
1,936,900 made -
Froggy Jumps
1,842,577 made -
Matching Pairs
1,316,658 made -
Quiz
859,224 made -
Fill in the Blanks
650,640 made -
Alphabet
620,670 made -
Map Quiz
471,007 made -
Memory
444,833 made -
Matching
359,465 made -
Yes or No
344,579 made -
Unscramble Letters
341,798 made -
Video Quiz
286,989 made -
Unscramble Words
243,207 made -
Riddle
243,160 made -
Slideshow
70,369 made -
Line Up
50,280 made -
Dictation
46,797 made -
Dialogue
26,891 made -
AsterQuiz
13,330 made
Get to know Educaplay
in 3 minutes
Motivate and engage your students, leads, clients, or any type of audience transforming your content into games you create in less that 20 seconds.
What are the positive effects of learning games?
Decades of research on game-based learning point the same way.
Active engagement
With a game in front of them, students pay attention and join in. And the more they get into the game, the more they learn. See study
Real motivation
Challenges, points and instant feedback: they want another go. A meta-analysis of 16 studies measures it. See meta-analysis
Better retention
Practice through repetition, without the boredom, is what makes learning stick: across 77 studies, games come out ahead on both learning and retention. See meta-analysis
Problem-solving practice
Working your way out of a challenge is problem-solving practice. 21 studies back it up. See meta-analysis
Real confidence
Seeing the right answer right away shows students they're making progress. In maths, games lifted students' confidence along with their grades. See study
No fear of getting it wrong
Getting it wrong in a game costs nothing, so students dare to try. It's a core design principle of learning games. See study
That much we know about games in general. For Educaplay in particular, keep scrolling.
Proven benefits
Your students take part more and score higher. Don't take our word for it.
364 independent studies across 15 countries measure it. In a high-school chemistry class, the group practising with Educaplay went from 5.0 to 9.3; the control group, from 5.2 to 6.2. In a 7th-grade English class, participation rose from 68% to 90%. And when something ties or doesn't improve, we say so too.
- 364independent studies
- 74%with data, not impressions
- 10in top-tier journals




