At Savivo, we’ve worked with combining the educational elements with games. The goal is making games that capture the imagination and interest of children, making them learn while having fun. That is part of our company philosophy and studies show that so-called gamification enhances the learning experience and provides a higher level of engagement in the students. The effect of gamification applies to all age groups, from children learning math and English, to medical students learning about various tasks such as making geriatric house calls.
With that in mind, Marcus T. Wright wrote an interesting article on Huffington Post, about a dedicated educational video game console. Seeing as how the Flipped Classroom is gaining momentum, a video game console would seem like the obvious end goal for educational games. Indeed, shifting the attention of the student towards the medium of learning, letting the teacher take on a guiding and supervising role looks to be the culmination of the development we’ve observed for a while. Of course, this idea is not without its challenges, but until it can be realised, we’re continuing to develop and expand on our various educational games, from our math learning suite Mondiso over our Fun Clock app, to the Mingoville English programs.
We firmly believe in the potential of gamification and fun educational games, and we’ll be ready for an educational video game console, with a host of quality programs and apps for children.
And until this future is here, all our products are available on iPad, Android tablets and PC. Please visit our website at Savivo.com, where you can read about or product range.