Make educational games in no time
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Create a growing variety of game types
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Word Search Puzzle
2,582,264 made -
Crossword Puzzle
1,935,222 made -
Froggy Jumps
1,834,816 made -
Matching Pairs
1,315,018 made -
Quiz
857,248 made -
Fill in the Blanks
650,009 made -
Alphabet
620,028 made -
Map Quiz
470,364 made -
Memory
444,139 made -
Matching
359,264 made -
Yes or No
343,907 made -
Unscramble Letters
341,445 made -
Video Quiz
286,828 made -
Unscramble Words
242,936 made -
Riddle
242,855 made -
Slideshow
70,254 made -
Line Up
50,126 made -
Dictation
46,740 made -
Dialogue
26,861 made -
AsterQuiz
12,133 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




