Gamification: Getting children to spend more time learning

By combining learning with gamification, we have increased the amount of time a child spends learning by 300%

At a company making educational games, finding ways to get children to learn more is part of the spirit of our company. And one of our tasks is to find new ways to make children motivated. If a child is very motivated and is having fun, it is more likely that the child learns something.

How could we do this?
In our English learning game Mingoville English, we had a traditional word seach game.
word-search1This game is a classic in language education, as it teaches children how to recognize foreign word amidst a grid of random letters, improving their word recognition skills. Our task was to increase the number of words the children recognize, by playing the game. The more time the children spend playing, the more words they are likely to recognize.

By adding these four elements, we managed to do it:

  • Points
  • Time limit
  • Levels
  • Lives

One incentative is by giving out points. The faster a child manages to find a word, the more points is awarded. Besides giving the child the instant gratification of being awarded by doing well, the points also let the child compete with itself and others.

Time limit
The time limit pressures the child to perform, basically. The child will try to find as many words as possible, before the time finally run out. The time limit also ties in with the next element.

For every four words the child finds, the game becomes a little harder. The time the child has available grows shorter. During the first level, the child has 30 seconds per word, but this steadily decreases. In the end, the child only has a few seconds to find each word.

In the beginning of each game, the child starts with three lives. Every time the child fails to find a word within the time limit, they lose a life. Once all three lives has been spent, the game is over.
birdwordThe addition of these four elements has transformed the basic word search into a addictive game. Even parents playing the game are having fun, as the level progression, time pressure and constant battle for the high score makes for an enjoyable experience for all ages.

It is important to keep in mind that our goal with the game hasn’t changed. To train children in recognizing English words, giving them a better knowledge of the language. Nothing about the learning process has been compromised. However, by gamifying the exercise, we’ve been able to make it more approachable and make children spend up to 300% more time doing the exercise.
And by spending more time playing, the child spends more time learning. And that is the whole point of our vision.

Savivo can make the education and technology “match made in heaven” marriage merry

In this highly spot-on and interesting commentary on Huffington Post, the author raised a few thought-provoking questions about the “match made in heaven” between education and technology, and at Savivo, we have the answers. So, hear, hear.

The author asserted: “We’re taking an awfully long time to adjust. There is a growing number of education Apps out there now but there is no unity. All of them are different. I’m not saying they’re poorly structured, some of them are very useful indeed, but there should be a coherent syllabus to follow.”

At Savivo, we embrace a unique learning philosophy in our innovation, with learner-centered and self-directed learning pedagogies underpinning our e-learning products. Savivo’s flagship products – Mingoville English Virtual World and Mondiso Math are designed by school teachers with a structured holistic curriculum in mind.

While creating Mingoville English (, we saw that online educational content was and is but still very fragmented. A virtual world e-learning platform will enable a cohesive and holistic online learning environment to meet the learning objective of expanding a child’s English capacity in a fun, communal and smart way.

Within our e-learning games, there is dedicated areas for teachers and parents to also track a student’s learning progress and be involved in a child’s learning. This sets our products apart from being just another educational game but positioned as the preferred companion for parents and teachers in educating a child.

The author also asked, “So why not introduce free or ‘pay to view’ online learning? It makes sense. Almost everyone has access to a computer, a tablet, an iPad, a smart phone, so why not provide a medium for everybody to use? It can be classroom based or ‘out of school hours’ but following a curriculum.”

In 2013, we launched the Mondiso Math Youtube classroom with this in mind so that every child can gain access to Math learning for free. The Math online world games, apps and assessment can simply be purchased by schools and parents via or iOS appstore or Google Play Store!

Today we see more than 30% school children in Denmark have access to our innovative and holistic learning platforms, which is a testament to the credibility of our products and our brands. This on top of our partnerships with governments and businesses across the world, Savivo is clearing well in the game.

Visit to learn more about us!

Huffington Post: Technology and Education: A Match Made in Heaven?

Integrating education technology

As leaders in advancing education technology, Savivo understands that integrating tech into your classroom can be an overwhelming experience.

With 30% of school children in Danish schools have adopted our e-learning products into their school system, we certainly pride our products as the preferred teachers’ companion!

We have found a useful guide to help #schools  and educators identify ways and strategies to roll out technology in your classrooms. To learn more about Savivo’s range of e-learning products, visit!

Edudemic: How To Properly Integrate Education Technology

Sir Ken Robinson on how Technology is Transforming Education

Renowned educationalist Sir Ken Robinson makes an interesting case for integrating technology into the heart of education .

In arguing the unique shift today’s digital age has brought to education, Sir Robinson highlights how technology in classroom “connects students not just with people in the classroom but with virtually anyone on the planet”.

“It’s an entirely new cultural proposition”, he asserts, “and it changes the game. Technology has changed the context of education.”

This means that effective education, or the expectation of effective education, in today’s world has to embrace possibilities to transcend borders and cultures because technology  has made it possible and ever easy to.

Our flagship elearning product, Mingoville English ( virtual world, was built with a foresight of this “borderless” education context even before digital education made its invasion into classrooms today.

In the fun Mingoville virtual world, children from all over the world can sign up and choose an avatar. Then within the virtual city of flamingos, challenge fellow flamingo friends from a different country to a variety games, quizzes and tasks as they complete their missions to learn English in Mingoville.

The virtual world also offers a “chat” function of an environment designed with maximum security, for kids to learn to make friends cross-culturally. What this does goes beyond learning English, to the understanding, at a tender age of as early as 6, how diverse and massive the world out there is.

It could be a trigger point for parents and teachers to probe a child to think and learn about the dynamism of today’s world. That alone could stretch the imagination and creative capacity of a child, which is essential and an absolute necessity to education. Feel free to share your thoughts on this.

Also check out our Mingoville English virtual world at

Creativity in Education – How is Technology Transforming Education? on Adobe TV