Make educational games in no time
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Create a growing variety of game types
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Word Search Puzzle
2,586,604 made -
Crossword Puzzle
1,938,942 made -
Froggy Jumps
1,849,846 made -
Matching Pairs
1,318,542 made -
Quiz
861,095 made -
Fill in the Blanks
651,276 made -
Alphabet
621,377 made -
Map Quiz
471,608 made -
Memory
445,672 made -
Matching
359,669 made -
Yes or No
345,176 made -
Unscramble Letters
342,116 made -
Video Quiz
287,115 made -
Riddle
243,497 made -
Unscramble Words
243,466 made -
Slideshow
70,434 made -
Line Up
50,422 made -
Dictation
46,849 made -
Dialogue
26,924 made -
AsterQuiz
14,457 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




