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CertifiedEducation quality


Gamified learning tool
OppiPlay is a tool for gamifying learning

OppiPlay is a learning solution that allows teachers to create unique exercises for elementary school pupils. The teacher can create a variety of exercises using their computer, and the students can use their mobile device to do the exercises. In addition to the exercises, the application includes a game that the students can play. If the students do the exercises correctly, they are rewarded with virtual coins, which they can use to open new areas in the game.

Age groups 
Mobile Android
Not required
Offline play 
Playable offline
Educational Quality
Learning Goals

The pedagogical analysis covers how the product supports learning of the identified skills. The student’s role is assessed by four contrary pair parameters, which are selected to cover the most essential aspects on the use of the product.

OppiPlay offers tools for interactive practicing. The teacher can create exercises that are gamified by the system, and these can be used to rehearse several things related to various subjects. For mathematics, there are also special tasks types. The learner needs to actively solve the tasks, and finding correct answers will reward them. This will require engagement and thought.
Many of the task types require memorizing things and it is easy to build tasks where the student can drill knowledge and skills. Yet, the current task types allow the teacher to build material for complete lessons: theory, rehearsal, and open exercises. This way it easy to do material that supports exact learning goals. Also, creative tasks are possible because the student can return text and images.
The teacher can easily design the material so that it will provides accurately predictable learning outcomes. The students can work independently and individually, and engage with the task in order set by the teacher or according to their own interest. They can do the tasks several times and that way earn more coins for the game. The game environment promotes free exploration and individual, non-linear problem solving.
The students are mainly using the app individually, but the solution allows social interaction through digital channels as part of the learning experience through the messaging system between the teacher and student.

The following are the high educational quality aspects in this product.

The app has a motivating gameplay loop that incentivizes players to replay educational minigames to progress in the game.
The teacher tools are versatile for creating various tasks.
The app visuals and sounds show high quality.

The supported learning goals are identified by matching the product with several relevant curricula descriptions on this subject area. The soft skills are definitions of learning goals most relevant for the 21st century. They are formed by taking a reference from different definitions of 21st century skills and Finnish curriculum.

Subject based learning goals

The solution supports several transversal competencies and includes special task types for mathematics.

Soft skills learning goals

Practicing fine motor skills
Practising visual recognition
Practicing persistent working
Encouraging the growth of positive self-image
Encouraging to build new information and visions
Practicing to use foreign language as a communication tool
Learning to use foreign language in work context
Practicing logical reasoning to understand and interpret information in different forms
Learning to understand and interpret diverse types of texts
Practicing to find, evaluate and share information
Practicing keyboard skills and touch typing
Using technology as a part of explorative and creative process
Practicing letters, alphabets and written language
Practicing memorizing skills
Practicing categorization and classification
Practicing to observe spoken and written language
Developing problem solving skills
Practicing to notice causal connections

The Finnish Educational Quality Certificate

Our Quality Evaluation Method is an academically sound approach to evaluating a product’s pedagogical design from the viewpoint of educational psychology.

The method has been developed with university researchers and all evaluators are carefully selected Finnish teachers with a master's degree in education.

More about the evaluation