seppo.io is a browser based tool for gamification, where a game leader (teacher) can create tasks for the players (students). The tool allows gamified learning, moving during the classes and creative problem solving. Seppo can be used in a browser with any portable device. It also works offline.
It is designed to be practical for school use, but it can be used for other purposes as well.
The theory base is sound as gamification is proven to improve learning when used in a meaningful way like in Seppo.
Seppo is easy to use and visually pleasant for many different age groups.
The content of the game can be easily modified. Teachers can either create their own or use ready-made games from other users.
A real map or a picture can be used for a game board.
The following are the high educational quality aspects in this product.
The supported learning goals are identified by matching the product with several relevant curricula descriptions on this subject area. The soft skills are definitions of learning goals most relevant for the 21st century. They are formed by taking a reference from different definitions of 21st century skills and Finnish curriculum.
Subject based learning goals
Soft skills learning goals
The pedagogical analysis covers how the product supports learning of the identified skills. The student’s role is assessed by four contrary pair parameters, which are selected to cover the most essential aspects on the use of the product.