Make educational games in no time
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Create a growing variety of game types
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Word Search Puzzle
2,576,915 made -
Crossword Puzzle
1,930,734 made -
Froggy Jumps
1,815,453 made -
Matching Pairs
1,310,923 made -
Quiz
852,413 made -
Fill in the Blanks
648,394 made -
Alphabet
618,506 made -
Map Quiz
468,790 made -
Memory
442,426 made -
Matching
358,791 made -
Yes or No
342,435 made -
Unscramble Letters
340,498 made -
Video Quiz
286,408 made -
Unscramble Words
242,366 made -
Riddle
242,050 made -
Slideshow
70,046 made -
Line Up
49,760 made -
Dictation
46,558 made -
Dialogue
26,747 made -
AsterQuiz
9,105 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.
361 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.
- 361independent studies
- 74%with data, not impressions
- 8in top-tier journals




