EducaPlay AI
By Giuliana Poma
By Giuliana Poma
Educaplay is an online platform designed for creating and sharing interactive, multimedia educational activities. It's a gamification tool that allows educators and trainers to engage their audience by transforming content into more than 15 types of customizable games, such as quizzes, crossword puzzles, word searches, video quizzes, and interactive maps. The platform is used across all educational levels to boost student motivation, improve knowledge retention, and make learning more enjoyable. Users can either create their own activities from scratch or browse a vast library of games created by other members of the community.
A key feature of the platform is its integration of Artificial Intelligence. Educaplay utilizes an AI assistant, often referred to as "Ray," to help creators generate activities instantly. Users can provide content, such as a PDF or text, and the AI can automatically transform it into different game formats, like a crossword or quiz. This AI-driven generation significantly speeds up the content creation process, allowing educators to build multiple engaging games in just a few minutes, often without needing any programming knowledge. The platform also integrates with learning management systems like Google Classroom, where scores from these AI-generated games can be automatically saved.
The use of a gamification tool like Educaplay is a deliberate pedagogical choice to enhance student engagement and deepen learning, particularly for A1-level "digital natives."
Intrinsic Motivation and Engagement: Tools that "gamify" learning by adding points, immediate feedback, and a clear goal tap into students' intrinsic motivation. As Marc Prensky (2001) argues, today's students are accustomed to rapid, interactive feedback loops, which traditional worksheets lack. This gamified practice (Phase 2) is far more engaging for an A1 student than a static paper task.
Empowerment Through Creation: The most significant benefit is the shift from consumption to production in Phase 3. This aligns with the European Framework for the Digital Competence of Educators (DigCompEdu), which emphasizes "Empowering learners" and "Facilitating learners' digital competence." By creating their own game, students are actively constructing their knowledge.
Deepening Cognitive Processing: To create a game, students must analyze the language (grammar, vocabulary) at a deeper level than if they were just answering a question. They are, in effect, teaching the computer the correct answer. This creative act solidifies their understanding and moves them to the "Creating" level of Bloom's Taxonomy.
Constructivist and Social Learning: This activity fosters a social, constructivist environment. Students are not learning in isolation; they are collaborating in pairs, negotiating meaning, and co-creating a digital artifact. This process, where students build a product for a real audience (their classmates), reflects what Lee & Hoadley (2007), drawing on Lave & Wenger, describe as "legitimate peripheral participation," where students move from the edge of a community of practice (as players) to the center (as creators).
Unit of Work: Present Simple - Routines
School: Public School, 2nd Year - 14 year-old students - A1 level.
Time alloted: 80 minutes
OBJECTIVES: By the end of this 80-minute lesson, students will be able to (SWBAT):
Content (Knowledge):
Identify and recall at least 8-10 key vocabulary verbs related to daily routines (e.g., wake up, brush teeth, go to school, do homework).
Recognize the time (on the hour, e.g., 7:00, 8:00).
Language (Skills):
Form simple present tense sentences to describe their own routine (e.g., "I wake up at 7:00," "I have breakfast").
Read and order words to form a correct simple sentence.
Digital (Skills & Attitude):
Successfully complete a digital game to practice vocabulary.
Collaborate in pairs to create their own simple "Unscramble" game using a digital tool.
MATERIALS: projector or digital whiteboard, computer, smarphones/tablets; flashcards (physical or digital) of routine actions
WARM-UP & PRESENTATION (20 minutes)
Bloom's Taxonomy: Remembering & Understanding
Greetings (5 min): Teacher greets the class. "Good morning! How are you?"
Elicit Topic (15 min):
Teacher performs a mime (waking up, stretching). Teacher asks: "What is this?" Elicits or provides "Wake up."
Teacher shows flashcards (digital or physical) one by one. Drills pronunciation for each:
wake up
brush (my) teeth
have breakfast
go to school
have lunch
do homework
have dinner
go to bed
Model Sentences: The teacher models full sentences on the board. "I wake up at 7:00." "I brush my teeth." Students repeat. This reinforces the Present Simple I + verb structure.
CONTROLLED PRACTICE (CONSUMING CONTENT) (20 minutes)
Bloom's Taxonomy: Applying | SAMR Model: Augmentation
Introduce the Game (5 min):
Teacher: "Let's play a game!"
The teacher projects the Educaplay game
Teacher: "This is an 'Unscramble words game'. Put the letters in the correct order to make the routine word."
The teacher demonstrates the first one (e.g., k-e-w-a-p-u -> wake up).
Individual Play (15 min):
Students take out their devices. The teacher shares the link (via QR code, short link on the board, or digital classroom).
Students play the game individually. The teacher walks around the room, monitoring, and helping students who are stuck.
Framework Note (SAMR): This is Augmentation. The technology is a direct substitute for a paper "unscramble" worksheet, but it is augmented with functional improvements like instant feedback and scoring, which engages A1 students.
PRODUCTION (CREATING CONTENT) (35 minutes)
Bloom's Taxonomy: Creating | SAMR Model: Modification
Set the Goal (5 min):
Teacher: "Good job! You finished the game. Now... you are the game creators."
Put students in pairs (Pair A, Pair B, etc.).
Content Preparation (10 min):
Teacher: "In your pairs, write 5 simple sentences about your routine."
Give examples on the board:
I wake up.
I go to school.
I do my homework.
Students write their 5 sentences in their notebooks. This is the "content" for their game. The teacher monitors and corrects sentences (this is crucial for the game to work).
Scaffolding the Tool (10 min):
Teacher projects their screen and logs into Educaplay.
Teacher: "We will make our own 'Unscramble' game. Follow me."
The teacher provides a guided, step-by-step tutorial (this is the TPACK framework in action, blending technology and pedagogy).
Steps:
Click "Create activity."
Select "Unscramble Words" (or "Unscramble Sentence," which is even better).
Title: "Our Routine Game"
Description: "Game by (Student Names)"
Under "Words to unscramble," click "Add."
Teacher: "Now, type your correct sentence. Example: I brush my teeth."
Click "Finish" and add the other 4 sentences.
Click "Publish" (or "Preview").
Student Creation (10 min):
In their pairs, students use one device to log in (or use the teacher's account if needed, or create their own) and build their 5-question game.
Framework Note (SAMR): This is Modification. The task has been fundamentally redesigned. Students are not just consuming content; they are creating and designing a learning tool for their peers. This requires higher-order thinking (Bloom's Creating) as they must synthesize their vocabulary knowledge, grammar, and technical skills to produce a new product.
WRAP-UP & PEER ASSESSMENT (5 minutes)
Bloom's Taxonomy: Evaluating (implicit)
Share and Play:
Teacher: "Time is up! Please share the link for your game with the pair next to you."
Pairs swap devices or links.
Students play the game created by their classmates.
Feedback:
Teacher: "Did you like your friends' game? Was it easy? Was it difficult? Good job, everyone!"
Educaplay. (n.d.). Educaplay: Free educational games generator. https://www.educaplay.com/
Prensky, M. (2001). Digital Natives, Digital Immigrants. On the Horizon.
Lee, C. H., & Hoadley, C. M. (2007). Fostering design-based learning in a collaborative online environment. Proceedings of the 8th international conference on Computer supported collaborative learning (CSCL).
Redecker, C. (2017). European Framework for the Digital Competence of Educators: DigCompEdu. Joint Research Centre (JRC).
Davis, V. (2021, January 19). How to make classroom games with easy, awesome Educaplay. Cool Cat Teacher Blog. https://www.coolcatteacher.com/how-to-make-classroom-games-with-easy-awesome-educaplay/