Empowering High School Students Through Gamification
ed-games provides high school students with an interactive and fun
learning experience through the power of gamification. ed-games is a collaborative
online platform for playing, building and sharing immersive games
that empower and educate teenagers on social impact and life issues
Knowledge + Empathy = Informed Engagement
Todays high school students are more engaged than any previous generation and increasingly socially conscious. From everyday life challenges to the major topics impacting their world, todays teenagers crave empowerment so they can affect real change and succeed in life.
This generation is the first to be fully digitally native. Apps like TikTok and Snapchat are part of their daily lives.They want practical ways to build knowledge and develop empathy to not only thrive in the world, but also make it a better place – and they need their learning experience to be engaging, entertaining and digital.
Power of Gamification
Through the power of gamification, ed-games provides high school students with an interactive and immersive learning experience. Our games allow students to take on various roles, master tasks and achieve set goals. Players begin to understand the consequences of their decisions, while learning skills they can use in real life to empower themselves and push for social change.
Ed-games will impart knowledge, create awareness and enable self-empowerment, helping students to become more engaged citizens, not only in the virtual world, but the real one as well.
Take On a Role
ed-games allow students to take on various roles – a small business owner, historical figure or mayor of a
city, for example – then master tasks and achieve set goals. Through these actions, players begin to
understand the consequences of their decisions in a playful way.
Examples for Engaging Games
THE PLASTIC MOUNTAIN
Players take on the role of a mayor with
the goal of reducing the plastic waste
produced in the community through
popular and less popular measures.
ECOLOGICAL AWARENESS
“THE HONEST TIMES”
As editor-in-chief players create an
issue of a newspaper with as few fake
news as possible, but as much research
as possible within a given budget.
MEDIA LITERACY
START A LOCAL BUSINESS |
Through the challenge of starting and
building a small business, players learn
the key elements of entrepreneurship
and leadership skills.
ENTREPRENEURSHIP
START A STUDENT CLUB
Players take on the role of a high school
student who has decided to start a
student club and needs to show the
leadership skills necessary for success.
LEADERSHIP
YOUR FIRST OWN MONEY
Using the example of their first own
money, players develop competence in
dealing with financial matters and learn
the most important financial terms.
FINANCIAL LITERACY
“STAY SAFE”
Social Media is an exciting and essential
part of teenager’s lives. But it is also a
place they need to learn how to
navigate to avoid dangers and risks.
SOCIAL MEDIA LITERACY
Everyone Wins
Students get to engage with important topics in a way that is fun, visual, interactive and authentic to them,
on their phone, tablet, desktop or laptop. They gain empowerment through gamification.
Teachers get an engaging way to enhance their learning materials beyond textbooks and reports, reaching
their students and significantly improving learning success while preparing them for life outside of school.
Parents can trust ed-games to deliver high-quality learning experiences that help students understand and
communicate about relevant topics. They get a safe environment where their teenagers can practice life
skills to become responsible citizens.
Benefits of Gamification in Learning
The benefits of gamification in learning have been widely reported. Not only do games encourage friendly
competition, motivating students, but they also provide learners with a sense of achievement and thirst for
continued exploration as they advance in their play.
With ed-games, students gain the additional benefit of practicing real-life challenges in a safe environment,
enabling a more engaging learning experience that facilitates better knowledge retention.
Gamification in eLearning
- Makes learning fun and interactive
- Improves knowledge absorption and retention
- Increases learner engagement
- Motivates action and fosters collaboration
- Offers real-time feedback
The ed-games Ecosystem
BUILD
With the CREATOR, an intuitive, easy-touse
content management tool, anyone
can create decision-tree based edgames
without any need for coding.
DISTRIBUTE
The ed-games MARKETPLACE provides a
seamless ecosystem where creators can
offer their games to a global community
of educators and learners.
PLAY
Users play ed-games on mobile phones,
tablets or desktop and exchange
information, rate games and connect
within the ed-games COMMUNITY.
Benefits of Gamification in Learning
GLOBAL MARKET SIZE GAME-BASED LEARNING IN USD
2020: 5.8 Billion
2024: 24 Billion
GAME-BASED LEARNING MARKET GROWTH 2017-2022
North America: 15%
Western Europe: 26%
SCHOOLS, STUDENTS & TEACHERS IN THE US
130,930 K-12 Schools
3.7 Million Teachers
56.4 Million Students (Elementary, Middle & High School)
About ed-games
Klaus Weinmaier started ed-games in 2021.
He is combining his extensive experience in digital media, user-centered product development
and digital strategy to tackle the challenge of rethinking online education.
HELP US BUILD A COMMUNITY
You have a question, or you are interested in testing the ed-games prototype?
Get in touch and write us an email: hello@ed-games.com
Get in touch!
21 India Street
Brooklyn, NY 11222, United States
Cell: +1 929 486 4567
eMail: hello@ed-games.com, Web: ed-games.com