Research continues to validate gamification as a powerful learning tool. Here’s how it works: Penda leverages the mechanics and principles of games to engage students both emotionally and intellectually. Students are rewarded for learning which inspires them to continue playing and increase their achievement.
Penda’s online science activities combine the fun and motivation of a video game with evidence-based educational practices. We use science to teach science.
[Students] love that they have games. That they get to earn points. The fact that they can compete with their classmates.
Science Teacher, Aventura City of Excellence School (FL)
Kids like it a lot. And what I like about it, we see that it caters to kids of all ability levels. So, the gamification really speaks to kids that struggle with reading, or other content areas, so the game keeps them engaged in the program and they’re learning science along the way. And our high achievers like the game aspects and are getting that content as well.
Supervisor of Federal Programs, Clay County School District (FL)
We taught biology for the first time last year in middle school. And we used the content to help with that as well. Our biology proficiency was actually at 76%. That was just a really awesome surprise and I know that that had to do with the supplementing of Penda that we used in the class and outside the class. The kids were really into it, so it was really helpful.
Assistant Principal, Duval Charter Scholars Academy
I think the many options that exist in terms of grouping the students, the teams, it allows you to really create that competitive spirit, and honestly that’s the gaming aspect that the kids like. We’re bringing their world into education when we do that. For us at ACES, we believe that anything that can be gamified is probably going to drive engagement –– that’s the name of the game when you’re working with middle school-aged students.
Principal, Aventura City of Excellence School (FL)