Education Gamification in Action


There’s a lot of potential in the field of Education Gamification. I believe that humans have an innate Desire to learn. However, much of the school system these days “gets in the way of our education.”

If you ask children, “What is work?” They will say, “School and homework!!” But if you ask them, “What is play?” Many of them will say, “Video/games!!”

Clearly there should be a way to help kids learn from what they do best – play. This is why many educators are looking into a variety of new tools and techniques in Education Gamification.

No longer viewed as a mundane process for presenting information while testing for retention and understanding, the modern educational challenge involves tasks of engaging students, stimulating their interests, retaining their attention, and maintaining a positive attitude in a nurturing environment.

Key to these goals is the effort to maintain a rich communications environment that encourages feedback and reinforcement, not only between the instructor/teacher and students, but also between the students themselves.  These socially interactive mechanisms, with the proper level of control for encouragement and discipline, can be designed in effective ways to create “fun” learning situations.  The following examples reveal a number of ingenious approaches for not only improving the learning process, but also producing more effective educational environments.

Education Gamification Example #1 – DuoLingo: Learn a language while translating the Web

Duolingo is a massive online collaboration which combines a free language-learning website with a paid crowdsour1ced text translation platform. The service is designed so that students can learn a given language online, while helping to translate websites and documents. Beginners start out with basic, simple sentences from the web, while advanced users receive more complex sentences. As one progresses, so does the complexity of the sentences they are asked to translate.

In each case Duolingo provides the learning and translation tools to help the student to properly understand and memorize the words that they encounter. Each student can also vote on the quality of the other students’ translations, providing valuable feedback for comprehension and learning. The top rated translations for each sentence are made available for public viewing and collection.

As students learn a language, they earn skill points when lessons are completed or web content is translated. Lessons associated with a skill are successively completed when a give number of translations are completed. Since web content is inherently more interesting than “made up” sentences, the translation assignments are more engaging.

The site also includes time-based elements, such as skill points and time bonuses when questions are answered correctly within a given time limit. Incorrect answers result in a loss of points and “lives”, as well as the delay of leveling up. Since the system is adaptive, it tracks each completed lesson, translation, test, and practice session to provide feedback to the student and plan future lessons and translation assignments to better address their needs. All this adds up to a great Education Gamification experience.

Education Gamification Example #2 – Ribbon Hero: Epic game that teaches you how to use Microsoft Office

Ribbon Hero is an add-in game, available as a free Microsoft download, to help educate users of Office 2007 and 2010 on how to use the tools available in the new ribbon interface. Wow, what a creative use of Education Gamification!

Once installed, the game can easily be initiated from any of the key Office programs, such as Word, Excel, and PowerPoint. Once in the game, the user (player) is presented with challenges which can yield points if completed.

The challenges are grouped into four sections: text manipulation, page design and layout, artistic presentation, and a more generalized quick points section. With the first three sections, each challenge is designed to introduce users to a key feature and have them edit a sample document using that feature. The quick points section doesn’t offer specific challenges, but lists features instead, which can be used outside the game to accumulate points. Half of all available points can be earned through the game challenges offered in the first three sections, while the remaining points must be earned from implementing the same features outside of the game.

Microsoft has taken great care in designing the challenges by creating short, relevant tasks and providing immediate feedback and reinforcement to help keep the user engaged and interested. Also, by keeping the the difficulty level manageable, yet challenging, and providing enough support to insure reasonable success, the game encourages further play and development of Office skills.

Another feature of Ribbon Hero is it’s ability to track the progress of the user in learning to use the Office features and tools, and adjust the challenges accordingly. Not only by following the game progress, but by monitoring the features used outside of the game. The game can then adjust the order of training content to ensure that users see only features and tools that they haven’t seen before.

Because Ribbon Hero can link to Facebook, each player can share their scores and compare their progress with friends on Facebook who also play the game. In essence, Ribbon Hero is a software tutorial within a game that can be socially connected. This is one of the best corporate education gamification examples out there.

Note: Ribbon Hero was followed by the sequel, Ribbon Hero 2: Clippy’s Second Chance. This sequel adds a time travel element to the original game, where the user can follow the in game hero, Clippy, into different periods in time. The featured periods are Ancient Egypt, Ancient Greece, the Middle Ages, the Renaissance, the 1960’s, and the future. In each case there are several Office-based tasks that must be completed before a move to the next period can be made.

Education Gamification Example #3 – ClassDojo: Turns Class into a Game of Rewards and Instant Feedback

ClassDojo is a classroom management tool to help teachers improve behavior in their classrooms quickly and easily. It improves specific student behaviors and helps engagement by issuing awards and recording real-time feedback.

Each student gets an avatar which can be visibly displayed in ClassDojo. For positive behavior it is easy for the teacher to initiate quick feedback to the student, awarding feedback points with a simple click on her mobile device or computer. This instantly reinforces good behavior and engages other students. Great education gamification techniques at play here.

Because the feedback time is shorten, the resulting positive reinforcement helps students develop a sense of purpose in the classroom, which enhances intrinsic motivation over time. By giving students visibility and data on their own behavior, the class becomes less disruptive, creating a more positive learning environment.

The system also provides print or email reports for behavior-tracking analytics to help engage parents and school administrators. All with a simple click on a mobile device, laptop, or tablet – no data entry required. This saves time for teachers, freeing them up to devote more time to the student and delivering instruction.

Education Gamification Example #4 – GoalBook: Brings student teams together around their individual Learning Plans

Goalbook is an online platform that helps teachers, parents and students collaboratively track progress. Blending qualities of social networking and Individualized Education Program (IEP) tracking software, the program makes it simple for students and teachers to set goals and for all involved parties to watch everything unfold.

With GoalBook, a teacher can easily access the profiles of all her students and review their goals. The teacher can then monitor the progress of each student as they complete the objectives for each goal. When a goal is met, the teacher can quickly update the student’s profile and then share it with his team. From her webpage, she can easily update and celebrate the accomplishments for any of her students, as well as see what they are sharing.

An amazing gamification tool for any special education teacher, GoalBook turns hours of record keeping and tracking into minutes – allowing them to immediately notify their students’ parents and primary instructors of any changes, progress, or problems. A great education gamification solution.

Education Gamification Example #5 – The World Peace Game: Game-based Political Simulation in the Classroom

An ingenious creation of Virginia educator John Hunter, the World Peace Game is a rich and elaborate political simulation that invites young students to explore a world not unlike our own, consisting of four or five prominent nations. As each country is directed by student teams, the kids are encouraged to explore the global community and learn the nature of the complex relationships between nations.

To view the world in terms of social, economic, and philosophical issues, and be confronted by challenges from environmental crises to imminent threats of war. Now over 28 years in continuous development, the World Peace Game is a hands on, group interactive theater of involvement for students and student teams, centered around a large geographical game board representing the fictional world.

The teacher introduces information which provides the initial scenarios – a mixture of existing conditions, favorable resources and political positions, with new and evolving crises, ranging from environmental issues to military situations. The students are encouraged to use their imagination and cognitive skills, seek collaboration and cooperation, and find solutions that will benefit their teams as well as the global community.

The main goal of this education gamification tool is to achieve a reasonably harmonious state for each nation and enhance global prosperity with the least amount of military intervention. A subsequent objective is for the students of each nation team to gain a greater understanding of the critical impact of information and how it is used. Often the solutions that these young fourth and fifth grade minds produce are quite innovative and surprising. Not only is this a great education gamification example, but also a stellar lesson in our society overall!

Education Gamification Example #6 – Coursera: Interactive Ivy-League Education in Your Home

Coursera is an educational technology and social entrepreneurship company that partners with leading universities to make some of their online courses available for free. Subjects include courses ranging from the Sciences and Engineering to Humanities and Business. The courses are designed to be delivered as a series of short video lectures on different topics and assignments, which are typically submitted on a weekly basis.

Progress can be measured by completing assignments and tests online where machine grading and evaluation can be used. In good education gamification spirit, the results are immediately reported to the student, as well as the instructional staff, providing feedback and reinforcement to the student. In some cases, leveling up, badges and other rewards systems are implemented.

Interactivity among the students is emphasized to encourage engagement and assist in long-term retention of concepts. This also provides frequent feedback which enables the student to monitor their progress and self-evaluate their understanding of the material.

Interestingly, the most popular course on Coursera is the Gamification course. Gamification Education indeed!

Education Gamification Example #7 – Mr Pai’s Class: The Digitally Assisted Class

Sometimes the best gamification examples are those that combine a multitude of fun technologies and solutions. Third grade teacher Ananth Pai at the Parkview/Centerpoint Elementary School in White Bear Lake, MN believes in the promise of games within education. The promise that it can make students learn more, learn faster and at their own learning level instead of worry about others in the class.

He is an advocate of interactive learning games that can be played individually, with other students in the class, or even students located in other cities, states, and nations. What is unique in Mr. Pai’s class is that several different devices and media channels are used. Not just computers with local programs and game-based apps, but web-based and console-based (such as Nintendo) games as well. He has taken traditional education methods and provided a technological twist to create new, digitally assisted learning opportunities.

As a result, this digitally assisted learning has produced increased class interest, improved math and reading scores, overall enthusiasm and class engagement. Often the programs and games are multi-subject based; such as with the game Flower Power, which introduces basic concepts in economics and business as the student increase their math skills. Multiple goals, achievements, rewards and positive feedback from fellow students and Mr. Pai are some of the characteristics that make the the class so engaging and fun. Yes, class and learning can be fun – most if not all the time.

Enthusiastic response from students, their parents, and other teachers and supportive companies and organizations has led to a school policy (school law) to enhance all classes with digitally assisted learning. This is not simply gamification education, but also an attempt to gamify education design!

Education Gamification Example #8 – CourseHero: Improving the Teacher-Student Interactions Online

Course Hero is an online learning platform for students and a portal for educators to distribute their educational resources. The site collects and organizes study materials that have been uploaded by educators and student users to form a vast learning repository. The Education Gamification platform provides materials such as syllabi, problem sets, and practice exams are combined with class notes, flash cards, and study guides that have been uploaded. In addition, Course Hero offers access to tutors, digital flashcards, and video lectures.

The digital flashcard application allows students to create their own study programs, which can become accessible to others. It allows them to set the pace of study to help maximize retention. The system further rewards students through a badge system based on progress.

A prominent feature of Course Hero is the “Courses Section” which offers a range of free and paid courses, based on aggregated web content. Each course typically consists of 6 sections, which are taught through a combination of videos and articles, with progress measured through continuous testing until the student masters the subject.

Some courses are further grouped into three course paths: Entrepreneurship, Business, and Web programming. For students who complete 5 or more courses in one of the paths, Course Hero will offer an Honors designation, with additional incentives. These incentives include an invitation to pitch a business plan to SV Angel, a job interview with Course Hero, and/or a cash prize. Another great gamification education example.

Education Gamification Example 9 – Brainscape: Turns Confidence Based Repetition into a Game

Showcased at the Venture Capital in Education Summit in 2011,Brainscape is a mobile and wed-based education platform that is designed to help students study smart. The program uses adaptive algorithms to create flashcards, whose presentation pattern can change in response to what students know and what they seem to be struggling with, focusing attention on the more difficult topics.

The method employed in this education gamification platform is known as Confidence Based Repetition. As the student answers each question, Brainscape also asks how confident they are in retaining the concept forever; using this information to determine how much repetition and reinforcement is needed. The color of each card is also coded to the level of confidence: 1 – red for “no confidence” to 5 – blue for “perfect confidence”, providing a visual cue for further reinforcement, before the next card is displayed.

Such a potentially valuable start-up consists of two components, one offering the free, self-created flashcards and the other targeted at selling educators and students premium content. This gamification education example could be a great tool for studious college kids, as it is most popular when used over an iPhone or iPod Touch, turning those old-school flashcards into something much more useful.


Education Gamification Example 10 – Socrative 101: In-Class mobile interaction between Teacher and Student

Many students find school dull and boring, but Socrative 101 offers a solution. This education gamification company makes it easier to engage students through a response system that offers educational exercises and games over a laptop or mobile device.

Initially the instructor will have a “room number” which they can give out to the students. The students will join the session by going to and entering the room number. The instructor can then engage the students, interacting with them and then initiate a quiz. Once the quiz is complete, the results are instantly available to the instructor.

Aimed at the digitally native generation, this education gamification program helps teachers adapt lessons to these modern learning styles and better track the results. By using mobile devices, any class can become more interactive and fun. As student expectations change, education has to follow suit, and this start-up could be one of the first steps in making that happen.

Conclusion: Education Gamification is here to change our future

Even with all the great examples above, this is just the tip of the iceberg of all the great education gamification examples. Education gamification is here to stay and here to change the world.






The Future of Creativity and Innovation is Gamification

Gabe Zichermann is the chair of GSummit where top gamification experts across industries gather to share knowledge and insight about customer & employee engagement and loyalty. He is also an author, highly rated public speaker and entrepreneur whose next book, The Gamification Revolution (McGraw Hill, 2013) looks at how leaders are leveraging gamification strategy to crush the competition. His books have helped define the industry’s standards and frameworks, and continue to be key reference materials today.

Gamification at work

This talk was given at a local TEDx event, produced independently of the TED Conferences. Gamification is a buzzword in business these days. Organizations are turning to gamification to engage their customers and motivate their employees. In this talk, Janaki will address what is gamification? Is it appropriate in the workplace? And what are some best practices that can help you design gamification that works!
Talk language: English

How Gamification Will Impact Corporate Learning


At Elearning Industry  Design, we have been crafting gamification for serious learning (corporate learning) for over two years now. We now see a maturing in corporates’ understanding of its true potential and how a well-crafted gamification solution can create the right learning impact. Today, gamification is poised to impact corporate learning. It is more than a buzz and is steadily gaining momentum on account of increase in adoption of mobile learning or mLearning and significant numbers of millennial learners in the overall learner demographics that are asking for it.

Ways In Which Gamification Impacts Corporate Learning   

In this article, I will share insights on how gamification is poised to impact corporate learning through the 4 key drivers that are pushing it (hence, why you should evaluate it/adopt it).


Before getting into the specifics of how gamification will impact corporate learning, let’s quickly look at the basics. I begin by using 3 questions from my article on Gamification For Serious Learning – 5 Facts That Will Impress Your Boss to set the context. Then we will look at the crucial fourth question on how exactly gamification will impact corporate learning.

Q1. What Is Gamification? 

Gamification is an alternate approach to traditional eLearning to provide engaging, immersive, and effective learning experience to your learners. By using gaming principles, elements, and innovative strategies, learners can be engaged and encouraged to apply this learning at work.

It provides an effective informal learning environment and helps learners practice real-life situations and challenges in a safe environment. Typical components of gamification-based learning courses are shown here.

Q2. What Are The Advantages Of Using Gamification Vis-A-Vis Traditional eLearning? 

Unlike traditional eLearning, gamification:

  1. Evokes friendly competition.
  2. Brings in a spirit of achievement.
  3. Enhances user engagement and can be used as a behavior change tool.
  4. Encourages learners to progress through the content, motivates action, influences behavior and drives innovation.

You can refer to my article Benefits Of Gamification In eLearning for more details.

Q3. How Does Gamification Impact Learning? 

There are several aspects of learning notably its retention, and eventual application on the job that can be influenced by gamification.


  1. Gamification puts scientific principles of repeated retrieval and spaced repetition to good effect and brings about a remarkable change in behavior.
  2. Games can be “fun” for the learner but still have a significant impact on learning. (The player can experience “fun” during the game and still experience “learning” during gameplay if the level of engagement is high.)
  3. Playing games with high levels of engagement leads to an increase in retention.

Q4. How Will Gamification Impact Corporate Learning? 

I am listing what I believe are the 4 key drivers that indicate how gamification will impact corporate learning.

  1. The gain for the learners (the learner perspective).
    The last 4-5 years have seen dramatic changes in the way learning is delivered. Extensive adoption of mobile learning or mLearning allows learning to be delivered on devices of learners’ choice (including tablets and smartphones). The way learning solutions are being crafted is also undergoing a significant change. The focus is now on crafting more engaging and immersive learning solutions that appeal to the changing learner demographics, which now has a significant percentage of Millennials. Increasingly, modern day solutions use micro learning and feature extensive usage of videos and social learning. Both these factors provide a clear room to provide gamification-based learning that can be deployed on mobile devices in formats that appeals to the learners. It can be crafted in a style that resonates well with the learners leading to higher retention and application.
  • The gain for business (the business perspective).
    While gamification-based learning has always appealed to the learner community, corporates have often been hesitant to embrace this on a wider scale. Not anymore! There are several case studies that establish gamification (for serious learning) creates:

    • High impact training.
    • Effective application on the job.
  • Maturing of tools and technologies to support gamification-based solutions.
    This is a very significant driver and today it is much easier to craft effective gamification solutions on account of:

    • Maturing of mLearning or mobile learning authoring tools (particularly responsive).
    • Availability of varied gamification platforms to choose from.
    • Learning Management System support for gamification.
  • Capability to create high impact learning solutions.
    With gamification, the learner engagement quotient is significantly high. It allows organizations to challenge the learners, get them to give their very best as there are rewards for the taking, bring in a sense of variety, and use the community factor and healthy competition among learner groups to good effect. Higher motivation levels and a responsive learning environment will help learners make their own contributions to the organization’s knowledge base. A well-crafted gamification solution designed with the learner preferences in mind will certainly result in higher learner engagement and knowledge retention. This in turn leads to enhanced performance, better application of learning, and fulfillment of the expectations that an organization has with its workforce and the learning initiative.

Specifically, gamification can:

  • Support all training needs (ranging from Induction, onboarding, behavioral change, soft skills and compliance).
  • Enrich traditional eLearning-based training (through partial gamification).
  • Enrich ILT trainings (through gamified assessments).
  • Leverage on learning paths (with wide and varied range of learning assets).
  • Leverage on collaboration (social learning).

Gamification in Education: the good,the bad, and the ugly


The good…

  • Gamification can help at any educational stage
    From toddlers identifying colors, letters and numbers, through to teenagers learning algebra, to student pilots using simulators.
  • Gamification helps both ways of gaining knowledge: being taught, and self-learning
    With self-learning, especially when it’s online or digital, gamification provides badly-needed interactivity between a student and the ‘instructor’, even when the latter’s actually just game-based logic. It can also help teachers, by reducing some of the responsibility to keep students motivated and involved, and providing welcome variety in pace and style.
  • It can add layers of engagement for students
    Gamification can increase understanding. Instead of just reading on the topic, students are actually doing something while going through the same content. It can also increase awareness, putting students into scenarios that make them do and understand things which, in normal computer-based training, they might ‘tune out’.
  • It can work outside the classroom too
    Gamification can reward many school-related issues, not just knowledge acquisition. For example students with perfect attendance records, or who hand in all homework assignments on time, could earn bonus “points”, which can accrue towards some form of reward scheme.

The bad

  • Repetition can reduce interest
    The problem with some gamification schemes is that, once the initial novelty has worn off, they can become repetitive and actually disengaging. This matters if you need students to use them several times to gain sufficient depth of understanding.
  • Losing and learning don’t always mix!
    The point of education is to motivate students to achieve. This doesn’t necessarily sit well with ‘games’, which usually involve an aspect of losing as well as winning.

The ugly

  • Gamification can get in the way
    Gamification is meant to add an aspect of interactivity to a task (i.e. learning or understanding something). Pure gaming, on the other hand, is pretty much an end in itself. If the balance tilts towards the latter, then a student isn’t benefitting in a genuinely useful way. They’re just playing.
  • If the gamification is poor, it can adversely affect how students perceive the content
    Students are savvy and ruthlessly aware when something’s inferior. If they regard the gamification element as ‘rubbish’, then their opinion of the content it’s meant to support could also be tainted.

Introduction to Gamification




Education affects everyone. It’s how humans learn both explicit material (facts, dates, formulas, methods) and implicit material (critical thinking, attitudes, judgment). It is important, though, to resist conflating the ideas of learning and education, especially regarding gamification. Learning, or the process of experiences translating into long-term behavior, takes place as soon as life begins. Even conditions in the womb will affect behavior in the future. Education, however, is a more formal process of learning being passed down from one generation to the next and is the process we will be discussing here.

A student’s ability to be successful educationally largely depends on how that particular student retains the information he or she receives from an educator. In return, the student’s ability to retain information largely depends on the mode of learning that suits the individual.

What is Gamification?

Gamification is adding game-like mechanics to non-game experiences to encourage a specific behavior and motivate learners. This does not mean you are having your learners play games. What it does mean is you are taking motivational elements from games, such as badges or achievements, and incorporating them to encourage your learners to perform a specific behavior.

An example of this in a web-based training application would be awarding learners badges for completing sections of training, and posting their scores to a leaderboard. These actions encourage learners and keep them engaged.

A more “real life” example would be Boy Scout badges the scouts receive upon completion of a specific task. The game-like mechanic (the badge), encourages and rewards the scout to perform a specific behavior (say, the ability to tie a certain knot).


  Why Gamification?


  1. Better learning experience.

The learner can experience “fun” during the game and still learn if the level of engagement is high. A good gamification strategy with high levels of engagement will lead to an increase in recall and retention.

  1. Better learning environment.

Gamification in eLearning provides an effective, informal learning environment, and helps learners practice real-life situations and challenges in a safe environment. This leads to a more engaged learning experience that facilitates better knowledge retention.

  1. Instant feedback.

It provides instant feedback so that learners know what they know or what they should know. This too facilitates better learner engagement and thereby better recall and retention.

  1. Prompting behavioral change.

Points, badges, and leaderboards would surely make training awesome. However, gamification is about a lot more than just those surface level benefits. Gamification can drive strong behavioral change especially when combined with the scientific principles of repeated retrieval and spaced repetition.

  1. Can be applied for most learning needs.

Gamification can be used to fulfill most learning needs including induction and onboarding, product sales, customer support, soft skills, awareness creation, and compliance.

  1. Impact on bottom-line.

On account of all these aspects that touch and impact learners (better learning experience, higher recall and retention, catalyzing behavioral change, and so on), it can create a significant performance gain for the organization.

How to gamify?


Depending on how much game like features are required, one or more of the following can be done

  • Add points to tasks that need to be completed
  • Define badges/rewards to be given out after a criteria is met
  • Create a Leaderboard to show top performers
  • Define levels to repeat tasks or to perform harder tasks
  • Earning of badges can be tied to unlocking higher levels

Success factors

The mantra to succeed in using gamification in eLearning is to create a concept that:

  • Captures (and retains) learners’ attention
  • Challenges them
  • Engages and entertains them, and
  • Teaches them

How can gamification help?

Gamification can accentuate the user experience one has with instructor led courses by introducing a level of interactivity and practice. This reduces the burden on the instructor a little bit to keep the attendees motivated and involved. In instructor led courses, gamification can also be the appropriate transition from one module to another or from one instructor to the next.

In computer based courses, games provide the much needed interactivity between the participants and also the ‘instructor’. Here, the instructor need not be an actual person but game based logic that can help a participant when they do not understand something or need help.

Difference between games and gamification

The following table lists the differences between an actual game and gamification

Game Gamification
Games have defined rules & objectives May just be a collection of tasks with points or some form of reward
There is a possibility of losing Losing may or may not be possible because the point is to motivate people to take some action and do something.
Sometimes just playing the game is intrinsically rewarding Being intrinsically rewarding is optional.
Games are usually hard and expensive to build Gamification is usually easier and cheaper
Content is usually morphed to fit the story and scenes of the game Usually game like features are added without making too many changes to your content

Types of Players

Games in general have four types of players, based off different personality types:


  • Achievers – Need to be at the top
  • Explorers – Need to find something new
  • Socializers – Need to interact with others
  • Killers – Need to eliminate other characters

For education based games, only Achievers and Explorers are the primary types of players. To understand why, let’s think this through. First of all educational games have a purpose beyond entertainment. So let’s see how each of our player types measure up to this new purpose.


  • An Achiever will do whatever it takes to complete the course.
  • An Explorer will explore all that the game has to offer thereby covering the whole course.
  • The Socializer will work with all the other players of the game but may not complete the course.
  • The course will have nothing that will motivate the Killer to complete it. Achievers and Explorers are the only types of players valid for educational games

Player Lifecycle

In a social game, there is a defined player lifecycle.

  • Newbie – Players new to the game. They need some hand holding. Initial levels need to be easy and help players get familiar with the game.
  • Regular – After players get to know the game, it needs to become a habit for them. The next few levels need to provide satisfaction as per the player type.
  • Enthusiast – These players have pretty much mastered the game and need new twists and challenges to continue playing

In an educational game, the player lifecycle is a little different.

  • Newbie – Players new to the game. They need some hand holding. Initial levels need to be easy and help players get familiar with the game.
  • Regular – Here, regular players are those who are familiar with the game and are working to complete the course.


Educational Games Example

–  Sony Wonderbook

Sony has launched a new device called Wonderbook. It is a device that hooks up with their PS3. It is meant to create a virtual world allowing people to view and participate in the stories of the book instead of just reading it. This participation allows the outcome of the book to be different like a game. Most notably, Sony has partnered with JK Rowling to create a wonderbook for her Book of Spells.

–  World Peace Game

John Hunter has created a board game called World Peace Game to teach 4th graders about by being future leaders by simulating real world scenarios. Some of the documented results from the game are

  • Students solving global warming
  • One student pre-empted a globally catastrophic war by blocking supplies to the offending country
  • Students shared resources with countries in need to bring overall prosperity to all countries

Due to this, John Hunter has been recognized by Time Magazine as one of the 12 education activists to watch in 2012.

– Ananth Pai

Ananth Pai is a 3rd grade teacher. He has incorporated games to teach his students about reading and mathematics. The result is that within 4.5 months Mr. Pai’s class went from being a below average 3rd grade class to a mid-level 4th grade class.