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Create a growing variety of game types
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Word Search Puzzle
2,576,206 made -
Crossword Puzzle
1,930,068 made -
Froggy Jumps
1,812,598 made -
Matching Pairs
1,310,379 made -
Quiz
851,734 made -
Fill in the Blanks
648,131 made -
Alphabet
618,270 made -
Map Quiz
468,632 made -
Memory
442,200 made -
Matching
358,727 made -
Yes or No
342,221 made -
Unscramble Letters
340,385 made -
Video Quiz
286,355 made -
Unscramble Words
242,276 made -
Riddle
241,951 made -
Slideshow
70,021 made -
Line Up
49,721 made -
Dictation
46,532 made -
Dialogue
26,735 made -
AsterQuiz
8,680 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.
347 independent studies across 14 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.
- 347independent studies
- 74%with data, not impressions
- 6in top-tier journals




