Lentävä Liitutaulu
Working abilities
A gamification tool for creating active lessons. is a browser-based tool for gamification, where a game leader (teacher) can create tasks for the players (students). The tool allows gamified learning, moving during the classes and creative problem solving. Seppo can be used in a browser with any portable device. It also works offline.

Age groups 
Middle school
High School
One time purchase
Desktop Windows
Desktop Mac
Mobile Android
Mobile iOS
Not required
Offline play 
Internet required
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.

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

Seppo is an ideal EdTech solution that solves the known problem of students sitting too much during a school day.
The theory base is sound, as gamification is proven to improve learning when used in a meaningful way, like in Seppo.
Seppo helps teachers to create pedagogically high-quality learning sessions, as the learning goals and method can be determined by the teacher.
Seppo is easy to use and visually pleasant for many different age groups. It is designed to be practical in school use and it can be used for other purposes as well.

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

Practicing to work independently.
Practicing to plan and organize learning processes.
Practicing versatile ways of working.
Practicing time management.
Learning to present own work to others.
Practicing to work as a part of a group.

Soft skills learning goals

Practicing communication through different channels
Encouraging students to be innovative and express new ideas
Learning to build information on top of previously learned
Using technology as a part of explorative and creative process
Practicing creative thinking
Developing problem solving skills
Practicing decision making
Using technology resources for problem solving
Learning to find the joy of learning and new challenges
Practicing to take responsibility of one's own learning
Learning to acquire, modify and produce information in different forms
Practicing to work with others
Practicing to use imagination and to be innovative
Practicing to notice causal connections
Learning decision-making, influencing and accountability

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