Seppo Turns Lesson Plans Into Games To Make Curriculum More Engaging For Students And Teachers

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Seppo Turns Lesson Plans into Games to Make Curriculum More Engaging for Students and Teachers

Market research indicates that by 2022, the global gamification market worldwide will reach$22.9 billion

Islamabad (UrduPoint / Pakistan Point News - 22nd January, 2020) Market research indicates that by 2022, the global gamification market worldwide will reach$22.9 billion. It's become widely recognized that gamification is a powerful way to increaseengagement and motivation in learners.

Seppo, a Finland based company, has developed an easy-to-use tool that enables teachers to turn lesson plans into motivating, interactive games thatstudents can play on mobile devices while getting real time feedback from their teachers.In a new interview with C.M Rubin, Founder of CMRubinWorld, Riku Alkio, the CEO ofSeppo, states that "more learning happens outside of the classroom in the real world environmentsolving real-world problems." Seppo can add physical movement to any school subject.

Currentlyall teachers based in Helsinki, the capital of Finland, have a Seppo license. "We want to engagenot only students but teachers as well," says Alkio. Gamification is also proving to be animportant learning tool with underachieving students.

"Offering students different ways toexpress themselves helps especially those who have difficulties to show their learning outcomesin traditional ways," adds Alkio.

Read the full article hereRiku Alkio, CEO of Seppo, believes that learning improves when it's fun and motivating.

Alkiowas inspired to create Seppo while he was in Rome, on a trip with students. To make the tripmore enjoyable, the students came up with the idea of making a game in the Roman city center.The game was called "Amazing Race Church Edition." This led to the creation of Seppo, whichnow has thousands of games available in a content library that are shared and created byteachers.CMRubinWorld's award-winning series, The Global Search for Education, brings togetherdistinguished thought leaders in education and innovation from around the world to explore thekey learning issues faced by most nations.

The series has become a highly visible platform forglobal discourse on 21st century learning, offering a diverse range of innovative ideas which arepresented by the series founder, C. M. Rubin, together with the world's leading thinkers.