icon locaties Gamify your project with The Edumundo App

Gamify your project

Give your project a boost. Make the project more fun, challenging and effective by adding gamification with The Edumundo App.

Together, we transform existing project assignments into challenges and incorporate game mechanics such as time pressure, leaderboards, badges, and rewards. This initiates competition among classes and teams.


DEMO REQUEST

 

Happy student using laptop in campus

Challenges

Challenges are active assignments. They can be mandatory or optional. The assignment is received through a push notification on the student's smartphone. The student accepts the task and then completes it individually, as a team, or collectively in class.

Points

With each assignment, 'points' can be earned. In a rankinglist tracked within the app, students can see how they, their team, and their class are performing compared to others. Throughout the duration of the project, the competition is truly 'on'!

Motivation

The points can be exchanged for certificates and badges in the The Edumundo App Store. This adds an extra motivating layer to the education.


Gamify your project with BrightBirds

Edumundo will assist existing project assignments / modules by converting elements of them into incentivised challenges using our BrightBirds App to inform and engage students. 

We add game mechanics such as deadlines, team rankings, badges, and rewards developing a competitive but fun digital learning experience. 

DEMO REQUEST

shutterstock_1113282506 (1)

Interested in a demonstration of Gamify your Project?

BOOK AN APPOINTMENT

HOW DOES THIS WORK? 
When gamifying your project

Includes: a custom-made scenario filled with challenges appropriate to the project, teacher training, a student kick-off and customer support.

  1. Mapping - We map-out suitable junctures in the project timeline in which to apply gamified learning. We look closely at the learning objectives of the project and determine which challenges will align with these and create the most engagement. Based on this, together we determine the scenario and its challenges.

  2. Technical Setup - After mapping out the gamified challenges across the programme/module, Edumundo prepares everything in the BrightBirds App, so students will get the challenges from the created scenario pushed at previously decided intervals.

  3. Training - We provide dashboard training for all teachers and/or project leaders involved so they can monitor progress.

  4. Launch - We'll plan and launch the campaign in the Bright Birds App and start sending push notifications to students.

  5. Monitoring, Support, Evaluation - We'll monitor and support the campaign throughout and at the end of the project together we will evaluate the success of it.

BB app_challenges (mockup)

CASE STUDY

HOW HANZEHOGESCHOOL USED GAMIFY YOUR PROJECT TO REVITALISE THEIR PROJECT

At the Hanzehogeschool, the Real Estate & Real Estate Management course has revived their own project The Real Estate Management Game with gamification through BrightBirds. Wondering what it has achieved? Lecturer Leandra Fels tells you about her experience and the results!

bekijk case study
Illustratie_Edubookplatform_collegecoins-1

Want to get started yourself?

Do you already have challenges developed but are missing the right platform? Or do you want a free hand in designing your own project/module? You can also use BrightBirds Blank as a completely empty canvas for you to use as you see fit.

Of course you will still receive a coordinator training for the dashboard so you can design your own challenges with our friendly step by step platform. You will receive a tutortraining as well so you can monitor your students progress in the dashboard. We, of course, will still support you throughout your project with our customer friendly helpdesk.

With BrightBirds Blank there are unlimited possibilities.DEMO REQUEST

shutterstock_2025900533-1

Demonstration request or contact with our colleagues?

BOOK AN APPOINTMENT

Sources

  • Bai, Shurui & Hew, Khe & Huang, Biyun. (2020). Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts. Educational Research Review.