Make educational games in no time
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Create a growing variety of game types
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Word Search Puzzle
2,594,579 made -
Crossword Puzzle
1,945,495 made -
Froggy Jumps
1,877,872 made -
Matching Pairs
1,324,787 made -
Quiz
868,534 made -
Fill in the Blanks
653,670 made -
Alphabet
623,947 made -
Map Quiz
473,845 made -
Memory
448,391 made -
Matching
360,531 made -
Yes or No
347,609 made -
Unscramble Letters
343,403 made -
Video Quiz
287,633 made -
Riddle
244,744 made -
Unscramble Words
244,539 made -
Slideshow
70,679 made -
Line Up
51,049 made -
Dictation
46,939 made -
Dialogue
27,126 made -
AsterQuiz
18,793 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




