Seppo Turns Lesson Plans into Games to Make Curriculum More Engaging for Students and Teachers
In a new interview with CMRubinWorld, Riku Alkio, CEO of the Finland based Seppo company, says gamification also helps learning outcomes in underachieving students.
NEW YORK, Jan. 20, 2020 /PRNewswire-PRWeb/ -- 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 increase engagement 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 that students 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 of Seppo, states that "more learning happens outside of the classroom in the real world environment solving real-world problems." Seppo can add physical movement to any school subject. Currently all teachers based in Helsinki, the capital of Finland, have a Seppo license. "We want to engage not only students but teachers as well," says Alkio. Gamification is also proving to be an important learning tool with underachieving students. "Offering students different ways to express themselves helps especially those who have difficulties to show their learning outcomes in traditional ways," adds Alkio.
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Riku Alkio, CEO of Seppo, believes that learning improves when it's fun and motivating. Alkio was inspired to create Seppo while he was in Rome, on a trip with students. To make the trip more 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, which now has thousands of games available in a content library that are shared and created by teachers.
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