New game

Proven benefits

With Educaplay, your students take part more and learn more. And there's data to prove it.

Don't take our word for it. 361 independent studies measure it, run by teachers and researchers in 15 countries with no ties to Educaplay. Most are from 2025 and 2026. And they agree: more participation, more motivation, better results. Below you'll find which problem it solves, with which figure, and where to read the whole thing.

361
independent studies
70%
from 2025–2026
266
with data, not impressions
8
in top-tier journals
15
countries
Solutions

What it solves

Each card is a problem you know. Below it, what a study measured when Educaplay walked into that class. Click to read it in full.

“My students switch off after ten minutes.”

With Educaplay, they stay with you.

68% 90%

In a 7th-grade English class, engagement rose from 68% to 90% between rounds (action research, 28 students). See study

  • A month of Educaplay with 75 university students: the boost in motivation drew 90% approval (pre/post survey). See study
  • In an Indonesian secondary school, Educaplay accounted for nearly half of motivation (46%, p < 0.001; regression, 60 students). See study
See in the finder

“Their grades won't budge, however much I explain.”

They budge when students practise by playing.

5.0 9.3

In high-school chemistry, the Educaplay group went from 5.02 to 9.31; the control group, from 5.20 to 6.23 (quasi-experiment with control group, 38+38 students, 8 weeks, p = 0.03; Educación Química, Q3). See study

With a control group
  • In 5th grade, the Educaplay class finished at 75.4 and the control class at 65.6 (quasi-experiment with control group, 50 students, p = 0.007). See study
  • In 5th-grade science critical thinking, the Educaplay class went from 44.4 to 67.4 while the control class went from 34.6 to 47.8 (quasi-experiment with control group, 48 students, p < 0.001). See study
See in the finder

“Grading eats up my afternoons.”

Activities grade themselves and students see the result on the spot. It's the most common use across the 361 studies: assessment through play.

89.2 vs 69.1

90 Nursing students: the group assessed with Educaplay scored 89.20 versus 69.07 for the paper-based group on case-based learning (quasi-experiment with control group, p < 0.001; Cohen's d = 2.77; BMC Medical Education, Q1). In that same study perceived stress rose; see “Where it isn't magic”. See study

With a control group
  • At an Ecuadorian school, all 10 teachers surveyed find it helps reading comprehension, though 7 in 10 had had no training (survey, 25 students and 10 teachers). See study
  • In 4th grade, an English test built in Educaplay yielded 12 valid items and a reliability of 0.77 (test validation, 28 students). See study
See in the finder

“The vocabulary just won't stick.”

It sticks.

More than control

In Ecuador, 60 secondary students retained more English vocabulary than the control group, with a very large effect size (quasi-experiment with control group; F = 49; p ≈ 10⁻¹⁵). See study

With a control group
  • In 11th grade, the Educaplay class rose from 75.13 to 86.52 in English vocabulary versus the control group (72.22 to 78.33), with a large effect size (quasi-experiment with control group, 72 students; d = 1.85). See study
  • At a boarding school, 42 students went from an average of 55.71 to 94.48 over six sessions (single group, pre/post). See study
  • Vocabulary +22% and grammar +15% in 7th grade (action research, 28 students). See study
See the language studies

“They read badly and write worse.”

With Educaplay practice, they build better sentences, read better and make fewer spelling mistakes.

81.0 vs 72.4

In 2nd grade, the class that practised with Educaplay built sentences better than the control class: 81.03 vs 72.37 on the post-test (quasi-experiment with control group; t = 3.57; p = 0.001). See study

With a control group
  • In 10th grade, language literacy rose 8.65 points with Educaplay-backed projects (quasi-experiment with control group, 64 students). See study
  • In upper primary, 120 students went from 10% to 92.5% at the top level of language skills (pre/post, single group). See study
  • Spelling too: from 68% to 93% in 6th grade (pre/post, 23 students). See study
See the reading and writing studies

“Maths scares them.”

Playing, they lose the fear and gain accuracy.

+2.04 points

In 8th grade, the Educaplay group gained 33% in geometry accuracy and 2.04 points on average over the control group (quasi-experiment with control group, 141 students across four classes). See study

With a control group
  • In 2nd grade, motivation for maths rose from 55% to 67.66% in the first round and to 81.56% in the second (action research, 20 students). See study
  • And in pre-school, the Educaplay group finished at “Achieved” and the control group at “In progress” (quasi-experiment with control group, 28 children; U = 50; p = 0.009). See study
See the maths studies

“I have students with special needs and I can't reach them all.”

Here the evidence is case studies, and we report them as such.

75% 100%

Four 5th-graders with intellectual disabilities went from 75% achievement in the first round to 100% in the second (action research, 4 students). See study

  • Five 4th-graders with intellectual disabilities improved their sentence building (single group, pre/post, 5 students). See study
  • And in Portugal, a special-education teacher embedded Educaplay in a blog to strip out distractions, in a case study in Education Sciences (Q1). See study
See the inclusion studies

“At university, there's no getting them going.”

They get going. And they prefer the gamified course.

4.16 5.27

86 first-year Nursing students: those who practised Anatomy with Educaplay crosswords improved their analysis-and-synthesis skills (from 4.16 to 5.27; p = 0.006), and the control group did not (quasi-experiment with control group, 54 + 32; Educación Médica, Scopus). See study

With a control group
  • 147 trainee teachers at a Spanish university improved learning and motivation significantly (pre/post, five months, p < .05; Turkish Online Journal of Distance Education, Scopus Q2). Educaplay was one of five gamified tools in the programme. See study
  • 354 university students preferred the course gamified with Educaplay to the traditional one (4.03 out of 5) and felt they learned more (4.23 out of 5) (perception survey; TechTrends, Springer, Q1). See study
  • In Civil Law at the University of Alicante, of the 76 who responded (out of 233 participants), 78% enjoyed it and 63% would want it in other courses. See study
See the higher-education studies
Top-tier journals

Peer-reviewed

8 of these studies have cleared the toughest filter in research: journals listed in Scopus or Web of Science, the two indexes that decide which scientific publications count. There, other researchers review each article before it runs, and the quartile tells you which quarter of its field the journal sits in: Q1 is the world's top 25%.

TechTrends, 2025 · Springer Q1

Gamification in Higher Education: A Case Study in Educational Sciences

José Alexis Alonso-Sánchez et al.

354 university students preferred the gamified subject with Educaplay (4.03 out of 5) and felt they learned more (4.23 out of 5).

Human Behavior and Emerging Technologies, 2025 · Wiley Q1

Is Gamification Effective for Women Who Wish to Learn Computer Programming?

Claudio Cubillos et al.

A four-week randomized experiment with 32 women: no difference in learning, and more satisfaction without a ranking.

Education Sciences, 2022 · MDPI Q1

Enablers and Difficulties in the Implementation of Gamification: A Case Study with Teachers

Inês Araújo y Ana Amélia Carvalho

What helps most to roll out gamification: prior experience with games, creativity and time to plan. What holds it back most: equipment, internet and lack of time.

Applied Sciences, 2024 · MDPI Q2

Leveraging Gamification in ICT Education: Examining Gender Differences and Learning Outcomes in Programming Courses

Rafael Mellado et al.

90 Nursing students (Iran), quasi-experiment: the group assessed with Educaplay scored 89.20 versus 69.07 on case-based learning (p < 0.001; Cohen's d = 2.77), with more satisfaction, motivation and interaction. Honest note: not randomised, the group was 100% male, and only the immediate effect was measured.

Educación Química, 2024 · UNAM Q3

Gamification to facilitate the learning of the nomenclature of metal oxides in high-school students

Gamificación para favorecer el aprendizaje de la nomenclatura de óxidos metálicos en estudiantes de bachillerato

Aníbal Gonzalo Galarza Chilán y Mario Adelfo Batista Zaldívar

62 Chilean university students, Educaplay in both groups: women learned more without scoring or a ranking (p = 0.037) and both sexes preferred that version.

Educación Médica, 2019 · Elsevier Scopus

Impact of digital resources on the learning and development of the analysis-and-synthesis competence

Impacto de los recursos digitales en el aprendizaje y desarrollo de la competencia Análisis y Síntesis

María Concepción Garrido Astray et al.

147 trainee teachers at a Spanish university: significant gains in learning and motivation (p < .05). Honest note: Educaplay was one of five gamified tools in the programme.

BMC Medical Education, 2026 · Springer Nature Q1

EducaPlay gamified digital assessment versus traditional assessment in undergraduate nursing education: a quasi-experimental study

Atefeh Shamsi et al.

The Educaplay group went from 5.02 to 9.31; the control, from 5.20 to 6.23 (38 + 38 students, p = 0.03).

Turkish Online Journal of Distance Education, 2025 · Anadolu Univ. Q2

A gamified digital framework in higher education: impact on learning and motivation

Elena Carrión Candel et al.

86 Nursing students: with Educaplay crosswords, analysis and synthesis rose from 4.16 to 5.27 (p = 0.006); the control group did not improve.

How teachers pull it off

The studies don't talk about Educaplay on its own. They talk about Educaplay inside ways of teaching you already know. These are the four that come up most.

Assessment through play

The test turned into a game, marked on the spot. The most common use, and the one you notice soonest.

Team competition

The Teams-Games-Tournament format, common in primary: shared practice and a good mood. (Mind the leaderboard; see “Where it isn't magic”.)

Reinforce at home

Activities grade themselves, so they work as revision without you marking every attempt.

Flip the classroom

Prep the topic at home, practise in class.

Find the evidence for your subject

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

361 studies

GeneralEarly childhoodEcuador2026with data

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

Actividades interactivas en Educaplay para la estimulación del neurodesarrollo en estudiantes de 4 años

Laura Liliana Guapi-Guaman et al.

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.

See study
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

Análisis de la herramienta digital Educaplay en el proceso de enseñanza y aprendizaje de lectoescritura de los estudiantes del 8vo EGB de la escuela Perla del Pacífico de la ciudad de Guayaquil

Díaz Ortíz, Y. et al.

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.

See study
GeneralEarly childhoodIndonesia2026

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

Analisis Pemanfaatan Educaplay dalam Asesmen Diagnostik Digital Kesiapan Bersekolah Anak Usia 4–5 Tahun

Anggi Oktaviani Rizka Sulaikha et al.

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.

See study
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

Analisis Penerapan Karakter Gotong Royong dengan Media Educaplay Froggy Jumps dalam Pembelajaran PPKn di Sekolah Dasar

Fara Nisaul Husna et al.

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.

See study
MathematicsHigher / Teacher ed.Indonesia2025

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

Analisis Penggunaan Gamifikasi Educaplay sebagai Alat Evaluasi Pembelajaran Matematika: Eksplorasi Respon Mahasiswa

Baharuddin, B

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.

See study
GeneralPrimaryIndonesia2025with data

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

Analisis Penggunaan Media Pembelajaran Interaktif Educaplay dalam Meningkatkan Minat Belajar Siswa Sekolah Dasar

Wafiqni, N. & Fitri Adelia

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.

See study
Social studies & valuesSecondaryEcuador2025with data

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

Analítica del aprendizaje sustentada en Educaplay y Kahoot como medios de enseñanza de la asignatura de Emprendimiento y Gestión

Carrasco-Legnia, Á. N. et al.

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.

See study
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

Analizar las percepciones de los estudiantes de primer semestre de la Licenciatura en Lenguas Extranjeras con énfasis en Inglés de la UNAD, frente al uso de la herramienta Educaplay en el proceso de aprendizaje virtual

Bermeo Santanilla, L. L. & Apraez Torres, L. J

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.

See study
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

Aplicación de la Técnica Informática Educaplay como Estrategia para el Aprendizaje de las Biomoléculas, en los Estudiantes de Bachillerato de la Unidad Educativa Andrés F. Córdova - Cañar, Ecuador

Collaguazo Álvarez, M. E. & Barba Maggi, M. A

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).

See study
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

Aplicaciones educativas Kahoot y Educaplay: Incidencia en el rendimiento académico en la asignatura de Historia, estudiantes de Segundo Bachillerato General Unificado (B.G.U.)

Bravo Soledispa, E. D. R. et al.

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.

See study
GeneralHigher / Teacher ed.Argentina2022

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

Aprender a innovar utilizando herramientas digitales como Kahoot, Educaplay y Padlet con los docentes del ciclo básico del IPEM N°193

López del Cerro, L

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.

See study
MathematicsInclusionSecondaryEcuador2026with data

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

Aprendizaje matemático mediante Educaplay: estudio de caso en estudiante de bachillerato con TDAH

Hidalgo-Astudillo, A. D. et al.

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.

See study
Foreign languagesSecondaryIndonesia2025with data

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

Saputri, A. P

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.

See study
Language & literacyPrimaryIndonesia2026with data

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

Canva & Educaplay Kolaborasi Media Interaktif Untuk Meningkatkan Keterampilan Tanda Baca Siswa Kelas 3 SD

Andriansyah, S. & Sukasih, S

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).

See study
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

Clase invertida y ludoevaluación en la enseñanza virtual de Inglés Técnico y Metodología de la Investigación: el caso de Educaplay, Quizizz y Kahoot

Clerici, C. et al.

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.

See study
SciencePrimaryColombia2026with data

Classroom and Educaplay as Pedagogical Allies to Strengthen Environmental Awareness

Classroom y Educaplay como aliados pedagógicos para fortalecer la conciencia ambiental

Angie Carolina Moreno Franco et al.

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.

See study
MathematicsPrimaryIndonesia2025with data

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

Desain Educaplay pada Materi Pecahan dalam Meningkatkan Kemampuan Pemecahan Masalah Matematis Siswa Sekolah Dasar

Purbawati, S. Y. et al.

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.

See study
Foreign languagesPrimaryIndonesia2025with data

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

Muhammad Firnas Hibatulloh & Sri Wahyuni

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.

See study
SciencePrimaryIndonesia2025with data

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

Juwitaningrum, J. et al.

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.

See study
SciencePrimaryIndonesia2026with data

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

Fitri Yuliatin et al.

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.

See study
ScienceSecondaryIndonesia2025with data

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

Elli, B., N. et al.

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.

See study
Foreign languagesSecondaryIndonesia2026with data

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

Aulia, S. & Azhari, S

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.

See study
Foreign languagesOtherIndonesia2025with data

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

Aidil Akbar Rahman & Muallim, M

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.

See study
Foreign languagesOther2026

Using the Educaplay Platform to Teach Arabic Sounds and Vocabulary at the Beginner Level

توظيف منصة إديوكابلاي (Educaplay) في تعليم الأصوات والمفردات العربية للمستوى المبتدئ

Abas, A. D. S. et al.

A bibliographic study with a qualitative-descriptive approach and content analysis on the use of Educaplay to teach Arabic phonetics and vocabulary to beginners. It concludes that activities such as Matching Pairs, Froggy Jumps, and Memory facilitate recognizing and pronouncing sounds and acquiring and retaining vocabulary, as well as increasing motivation and autonomous learning, although it requires internet access and devices.

See study

Where it isn't magic

The same studies that measure gains point out the limits. We report them because an honest draw is worth more than a gain with no source.

It doesn't teach on its own Educaplay brings the game; the learning depends on the lesson you build around it. What helps most in adopting it, per a Q1 study with teachers: prior experience with games and digital tools, creativity and time to plan. What holds it back most: devices, internet and lack of time. See study

The leaderboard doesn't work for everyone In Chile, with Educaplay in both groups, women learned more in the version with no points or leaderboard (p = 0.037), and both sexes preferred that version (p < 0.001) (randomised experiment, 62 university students; Applied Sciences, Q2). See study Another four-week experiment with 32 women learning to code found no learning difference, and satisfaction was higher without a leaderboard (Human Behavior and Emerging Technologies, Q1). See study That's why competition can be switched off in Educaplay.

Assessing through play also adds pressure The same Q1 Nursing study where Educaplay assessment boosted learning measured that perceived stress rose in the Educaplay group while it fell in the paper group. Performance and experience have to be looked at together. See study

Sometimes it's a draw Compared on creative thinking, Educaplay and Wordwall performed the same (p = 0.788). See study

The buzz doesn't always last In one study, once the initial push wore off, interaction was moderate (65%) and use wasn't very steady (60%). See study

It needs a confident teacher Without prior training it delivers less: at one school, 70% of staff had had none. See study

For decision-makers

Do you have to make the case for Educaplay at your school?

Here's the evidence, ready to cite: 361 independent studies, 266 with data, 8 in top-tier journals (Scopus or Web of Science), across 15 countries and from pre-school to university. With the limits spelled out. Download the report or filter the finder by your stage and subject, and take it to the meeting.

  • 361independent studies
  • 266with data, not impressions
  • 8in top-tier journals
  • 15countries, pre-school to university

Frequently asked questions

Yes. 361 independent studies, 70% of them from 2025 and 2026, agree: more participation, more motivation and better results. And when it ties or doesn't improve, you'll see it here.

Yes. 266 studies with data, 8 in top-tier journals and a PDF report. Filter the finder by your stage and subject and cite the study that fits.

That's what this page is for. Download the report or open the finder. Every study comes with authors, year and a link.

From pre-school to university. Language, reading, English, maths, science, social studies and special education.

Not always. Sometimes it ties with similar tools, and the leaderboard doesn't suit everyone. We say so plainly and link you the study.

Teachers and researchers with no connection to Educaplay, mostly from Indonesia and Ecuador, and from another dozen countries.

Have you researched Educaplay?

Is your study missing from this page? Are you about to research and need data, access or a hand? Get in touch.