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Research

What the research says about Educaplay

We didn't say it. 354 studies did. Researchers and teachers around the world have measured what happens when Educaplay enters the classroom. More than two in three are from the last two years. They agree: more motivation, better results.

Explore the studies
354 independent studies
68% from 2025 and 2026
260 with data, not impressions
6 in Scopus / Web of Science
13 countries

Does gamification in the classroom work?

Short answer, from the research: yes, with nuance. Across 354 independent studies on Educaplay, gamified activities are linked to higher motivation, more participation and better results, in classrooms as different as rural Ecuador and Indonesian madrasas. It's not magic, and it doesn't replace good teaching. But the evidence points the same way, again and again. Below: what improves, where it falls short, and the studies themselves.

What improves, according to the studies

Of the 354 studies, 260 bring numbers. This is a sample, with the figure and the source. Open the finder to read the full studies.

Motivation

After a month using Educaplay, 75 university students said they were more motivated than with a regular class. 90% preferred it.

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Learning outcomes

In an Entrepreneurship class, the group that used Educaplay outperformed the control group. The difference was statistically significant. Not luck.

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Languages

English vocabulary at a boarding school: from 55.71 to 94.48 on average in six sessions.

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Mathematics

Geometry in 5th grade. Cognitive scores rose from 60% to 86.67% between before and after.

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Inclusion

Four students with intellectual disabilities went from 75% achievement in the first round to 100% in the second.

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Limitations

The same studies that measure gains also point out the tool's downsides. These are the ones that come up most.

It doesn't teach on its own. Educaplay brings the game; the learning depends on the lesson the teacher builds around it. Without a solid activity behind it, it stays a pastime.
The buzz doesn't always last. In one study, after the initial boost, interaction was moderate and use tailed off. Novelty on its own doesn't build a habit.
It needs a teacher comfortable with tech. The studies are clear: without some digital skill and prior training, the tool underperforms. It won't run itself.
It doesn't beat everything. In some head-to-head studies, Educaplay matches similar tools rather than beating them.

Gamification in numbers

Key figures from the studies on Educaplay, ready to cite.

  • 354 independent studies analyze Educaplay in the classroom, and 68% were published in 2025–2026.
  • 90% of university students preferred Educaplay over a traditional class (n=75).
  • Participation rose from 68% to 90% between cycles in a 7th-grade English class.
  • English vocabulary climbed from 55.71 to 94.48 in six sessions (n=42).
  • In special education, learning achievement went from 75% to 100% between cycles (n=4).
  • 233 university students: 78% enjoyed using it and 59% said it helped them learn.
  • 6 of these studies are indexed in Scopus or Web of Science.

How it's used in the classroom

The studies don't talk about Educaplay on its own, but paired with ways of teaching you already know.

Assess by playing. An exam turned into a game, with instant feedback. It's the most common use and the one you notice first.
Compete in teams. The Teams-Games-Tournament format, common in primary school: shared practice and a good vibe.
Reinforce at home. Activities mark themselves, so they work for revision without you grading every attempt.
Flip the classroom. Prep the topic at home, practise in class.

Find the evidence you care about

Filter by subject, level, country or year. Find the studies that speak to your subject and read them yourself.

354 studies

GeneralEarly childhoodEcuador2026with data

Interactive Educaplay Activities to Foster Neurodevelopment in 4-Year-Old Children

A study published in 2026 in Código Científico Revista de Investigación (Ecuador) that proposes and evaluates a program of interactive activities in Educaplay to stimulate cognitive and psychomotor neurodevelopment in 4-year-old children. Using a pre-experimental pretest-posttest design and a mixed approach (10 children, 4 teachers, 18 sessions over 6 weeks), it recorded improvements in the six domains assessed (attention, working memory, spatial perception, logical reasoning, fine motor skills, and visuomotor coordination), with statistical significance (Wilcoxon, p = 0.005) and a jump from 48.7% to 91.3% of indicators achieved. It concludes that Educaplay, with teacher mediation, is a viable alternative for enriching early childhood education in resource-limited settings.

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Language & literacyPrimaryEcuador2025

Analysis of the digital tool Educaplay in the teaching and learning of literacy among 8th-grade students at Perla del Pacífico School in Guayaquil

Research using a mixed methodology (qualitative and quantitative) that explores the possibilities of Educaplay as a digital tool to support the teaching-learning process of literacy in 8th-grade students of Basic Education at the Perla del Pacífico school (Guayaquil). It analyzes how its interactive activities can contribute to the development of reading and writing skills.

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GeneralEarly childhoodIndonesia2026

Analysis of the Use of Educaplay in the Digital Diagnostic Assessment of School Readiness in Children Aged 4–5

A qualitative case study published in 2026 in Edu Cendikia: Jurnal Ilmiah Kependidikan (Indonesia) on the use of Educaplay as a digital diagnostic assessment medium to identify the school readiness of 4-5 year-old children at the RA Baitussalam Toyamas kindergarten (Banyuwangi). Using observation, in-depth interviews, and Miles-Huberman-Saldaña analysis, it concludes that Educaplay transforms assessment into a systematic, interactive, and child-development-centered mapping, and coins the perspective of "digital assessment for learning," conditioned by teachers' pedagogical competence, institutional support, and collaboration with families.

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Social studies & valuesPrimaryIndonesia2026

Analysis of the Implementation of the Gotong Royong (Mutual Cooperation) Character with Educaplay Froggy Jumps Media in Civics Learning in Elementary School

A qualitative study published in 2026 in Pendas: Jurnal Ilmiah Pendidikan Dasar (Indonesia) that describes how Educaplay's Froggy Jumps game supports the development of the Indonesian cultural value of gotong royong (mutual cooperation) in Civic Education. Using observation, interviews, and documentation in class 4A of SDN Mulyorejo 1 in Surabaya (five groups of students), it observed the emergence of mutual help in discussions, cooperation in group work, and individual responsibility for tasks, as well as active engagement and positive interactions, and concludes that it is an effective alternative for cultivating this value in primary school.

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MathematicsHigher / Teacher ed.Indonesia2025

Analysis of the Use of Educaplay Gamification as a Mathematics Learning Evaluation Tool: Exploring Student Responses

A qualitative study with a case study design that explores the response of 21 students at Universitas Negeri Makassar to the use of Educaplay gamification as an assessment tool in a foundations of mathematics course. The students respond positively: motivation, engagement, and comprehension increase, and anxiety toward conventional assessment decreases, although technical connection problems arise.

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GeneralPrimaryIndonesia2025with data

Analysis of the Use of Educaplay Interactive Learning Media in Increasing Primary School Students' Interest in Learning

An experimental quantitative study with a single-group pretest-posttest design and 22 primary school students that measures the effect of Educaplay on interest in learning. The questionnaire mean rose from 61.18 to 73.86 (+12.68 points), with a significance of 0.000 and a mean N-Gain of 58.21 (medium category), confirming a significant effect of Educaplay on students' interest.

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Social studies & valuesSecondaryEcuador2025with data

Learning Analytics Based on Educaplay and Kahoot as Teaching Aids for the Entrepreneurship and Management Course

An experimental quantitative study that confirms Educaplay and Kahoot significantly improve academic performance in Entrepreneurship and Management in the third year of high school. Student's t-test and Levene's test demonstrated statistically significant differences between the experimental group and the control group, with higher grades, greater consistency, and better knowledge retention in the group that used the gamified platforms.

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Foreign languagesHigher / Teacher ed.Colombia2025with data

Analyzing the Perceptions of First-Semester Students of the Bachelor's Degree in Foreign Languages with an Emphasis in English at UNAD Regarding the Use of Educaplay in the Virtual Learning Process

Qualitative research with 15 UNAD students that concludes more than 90% recognize the practical usefulness of the knowledge acquired with Educaplay in virtual English classes. The platform showed positive implications for learning grammar and greater participation in group activities, although limitations were identified for the development of listening comprehension and oral expression, recommending its planned and contextualized use.

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GeneralSecondaryMexico2024with data

Application of interactive digital tools in meaningful student learning

A study conducted at an educational institution in Mexico (2024) with the aim of evaluating the impact of interactive digital tools on meaningful learning. A quantitative methodology was used with a quasi-experimental design and the application of questionnaires. The sample consisted of 30 upper secondary level students. The results show an increase in participation and comprehension of content. It concludes that the use of interactive tools improves students' learning experience.

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ScienceSecondaryEcuador2017with data

Application of the Educaplay Computing Technique as a Strategy for Learning Biomolecules in High-School Students at the Andrés F. Córdova School - Cañar, Ecuador

A quasi-experimental quantitative study that demonstrates the use of Educaplay (crosswords, interactive maps, and video quizzes) as a strategy contributes significantly to learning about biomolecules in first-year high school students. The experimental group reached a mean of 8.56/10 compared to 6.51/10 for the control group, and the research hypothesis was accepted (Z statistic).

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Social studies & valuesSecondaryEcuador2025

Kahoot and Educaplay Educational Applications: Impact on Academic Performance in the Subject of History, Second-Year Unified General Baccalaureate (B.G.U.) Students

A mixed study with 21 students from a rural school in the Jipijapa Canton (Manabí, Ecuador) that concludes Kahoot and Educaplay are relevant tools for teaching History, as they integrate skills, abilities, and motivation. The students expressed interest in learning in a more playful and creative way, and teachers are recommended to create crosswords, word games, and spinning wheels to make classes more dynamic and innovative.

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GeneralHigher / Teacher ed.Argentina2022

Learning to Innovate Using Digital Tools Such as Kahoot, Educaplay, and Padlet with Basic Cycle Teachers at IPEM N°193

An intervention plan from Universidad Siglo 21 that concludes teacher training in digital tools is fundamental given that today's students are "digital natives." The work highlights that technologies are allies for capturing students' interest, and that collaborative work in in-person workshops, together with support from families, is key to the effective appropriation of digital content.

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MathematicsInclusionSecondaryEcuador2026with data

Mathematical learning through Educaplay: a case study of a high-school student with ADHD

A case study with a first-year high school student with attentional and learning difficulties (associated with ADHD) in Ecuador, using a design that combined an initial qualitative documentary analysis and a longitudinal quantitative approach; stimulation mathematics activities designed in Educaplay were applied, and the results showed a significant and sustained improvement in the student's mathematical performance.

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Foreign languagesSecondaryIndonesia2025with data

Boosting English Proficiency Through Educaplay Games: A Classroom Action Research Approach to Interactive Learning

Classroom action research (two cycles) with 28 7th-grade students at SMP IPK Muhammadiyah Delanggu (Merdeka curriculum) on the topic of describing people in English. Educaplay achieves a 22% improvement in vocabulary acquisition and 15% in grammar, and student participation rises from 68% to 90% between cycles.

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Language & literacyPrimaryIndonesia2026with data

Canva & Educaplay: Interactive Media Collaboration to Improve Punctuation Skills of Grade 3 Primary Students

Development research using the ADDIE model involving 24 3rd-grade primary students that creates an interactive medium combining Canva and Educaplay to improve punctuation skills. The medium proved highly suitable (content validation 87.5%, language 92.5%, and media 89.5%; teacher response 90% and student response 92.5%) and effective, with a 28.33-point improvement in outcomes and an N-Gain of 0.4581 (medium category).

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GeneralHigher / Teacher ed.2022

Flipped classroom and playful assessment in the virtual teaching of Technical English and Research Methodology: the case of Educaplay, Quizizz and Kahoot

A university teaching experience that applies the flipped classroom and ludo-assessment in the Technical English and Research Methodology courses. Six theoretical videos were designed and self-assessment quizzes were created in Educaplay, Kahoot, and Quizizz, gathering at the end the students' evaluation of the proposal.

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SciencePrimaryColombia2026with data

Classroom and Educaplay as Pedagogical Allies to Strengthen Environmental Awareness

Pedagogical action research published in 2026 in the journal Trascendere (Colombia), with a mixed and descriptive approach, that implemented a teaching unit supported by Google Classroom and Educaplay to strengthen the environmental awareness of 24 sixth-grade students at I.E. Gabriela Mistral (Piñalito hamlet, Meta). The unit was structured in four blocks (living beings, pollution, environmental care, and the 3Rs) with interactive activities, teacher support, and family involvement; the pretest-posttest comparison showed progress in the objectives of each block and a contribution to the preservation of the local ecosystem.

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MathematicsPrimaryIndonesia2025with data

Designing Educaplay on Fraction Material to Improve Primary School Students' Mathematical Problem-Solving Ability

An experimental study on an Educaplay-based learning medium (integrating text, audio, images, animation, and video with educational games) applied to the topic of fractions in primary school. The results show a significant increase in mathematical problem-solving ability in the experimental group compared to the control group.

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Foreign languagesPrimaryIndonesia2025with data

Developing an Engaging English Summative Test with Educaplay: A Game-Based Solution for the Fourth Grade of Islamic Primary School

Research and development (a seven-step R&D cycle) to create an interactive summative English test with Educaplay for 4th grade of Islamic primary school, tested with 28 students. The analysis in SPSS showed 12 valid items, a reliability of 0.765, and balanced difficulty, although 40% of the questions required revision; it highlights Educaplay's potential for creating motivating assessments.

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SciencePrimaryIndonesia2025with data

Development of an Ethnoscience-Based Interactive Educaplay Game to Improve Students' Problem-Solving Skills

Research and development (R&D) using the Dick and Carey model that creates an interactive Educaplay game integrated with ethnoscience to improve problem-solving in primary school, tested with 4th-grade students (experimental group and control group through a pretest-posttest design). The product proved highly valid (media expert validity 98.96% and content validity 99.48%) and highly practical (student responses 92% and teacher responses 91%), with effectiveness measured by N-Gain.

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SciencePrimaryIndonesia2026with data

Development of Educaplay-Based Educational Game Media in the IPAS Subject on Energy Around Us for Grade 3 SDN Bulang 1

Research and development (R&D) using the ADDIE model to create an Educaplay-based educational game about energy for 3rd grade of primary school at SDN Bulang 1 (Indonesia). The medium achieved high validity (92% from the content expert, 95% from the media expert) and practicality (100% teacher, 94.8% students), and the mean rose from 61.12 to 90.54 on the posttest.

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ScienceSecondaryIndonesia2025with data

Differences in Students' Creative Thinking Skills Between Those Taught Using Wordwall and Educaplay in Science Subjects

A quasi-experimental study with a nonequivalent groups pretest-posttest design in 7th grade at SMP Negeri 16 Mandai, with two experimental classes (Wordwall n = 32; Educaplay n = 31) analyzed by ANCOVA. No significant difference in creative thinking was found between the two media (p = 0.788), concluding that Wordwall and Educaplay are equally effective.

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Foreign languagesSecondaryIndonesia2026with data

Digital-Based Evaluation in Arabic Writing: Integrating Educaplay to Enhance Students' Writing Skills

A mixed-method study (observation, questionnaires, and pretest-posttest tests) with 40 10th-grade students that examines Educaplay as a digital assessment medium to improve Arabic writing. The results show a clear improvement in written performance (higher posttest scores), with advances in creativity, text organization, vocabulary, and grammatical accuracy, and positive student perceptions.

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Foreign languagesOtherIndonesia2025with data

Digital Gamification for Vocabulary Growth: Evaluating Educaplay for EFL Learners in a Boarding School Setting

A pre-experimental study with a single-group pretest-posttest design and 42 English as a foreign language (EFL) students at a boarding school that evaluates Educaplay for vocabulary acquisition over six sessions. Mean scores rose from 55.71 to 94.48, with high student motivation and satisfaction, suggesting that gamified tools like Educaplay effectively support vocabulary development in EFL contexts.

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How to read this evidence

Let's be clear about what you're looking at. Most of these works come from open-access journals and theses, often with small groups and just a few weeks of data. As in most research, what works well gets published more. And a good share comes from two places: Indonesia and Ecuador.

Even so, none of these limits sinks the whole. The strength is that they repeat: hundreds of classrooms that look nothing alike, the same conclusion.

The indexed research

6 of these works appear in journals indexed in Scopus or Web of Science. Few, but with a stamp.

Educaplay in indexed journals
Article Journal Quartile
Gamification in Higher Education: A Case Study in Educational Sciences TechTrends, 2025 · Springer Q1
Is Gamification Effective for Women Who Wish to Learn Computer Programming? Human Behavior and Emerging Technologies, 2025 · Wiley Q1
Enablers and Difficulties in the Implementation of Gamification Education Sciences, 2022 · MDPI Q1
Leveraging Gamification in ICT Education Applied Sciences, 2024 · MDPI Q2
Gamification for Learning the Nomenclature of Metal Oxides Educación Química, 2024 · UNAM Q3
Impact of Digital Resources on the Analysis-and-Synthesis Competence Educación Médica, 2019 · Elsevier Scopus

Frequently asked questions

A platform to create and play educational games: 19 activity types (crosswords, quizzes, maps, froggy jumps and more). You can use it online or print the games to play on paper.

The research points the same way: yes, with nuance. Across 354 independent studies on Educaplay, gamified activities are linked to more motivation, more participation and better results.

Higher engagement, stronger motivation and measurable gains in outcomes, from vocabulary to problem-solving. The effect shows up across subjects and levels.

In most studies, yes. It is not magic and it does not replace good teaching, but the evidence is consistent across very different classrooms.

354 independent studies, 68% from the last two years, agree: it improves motivation, participation and results.

Teachers and researchers with no ties to Educaplay, mostly from Indonesia, Ecuador and a dozen other countries.

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