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CertifiedEducation quality


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
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.

Players need to be active participants at all times in order to proceed in the game.
Players receive feedback and scores from the game leader during the game. That way they know how they are doing. The content of the game is up to the teacher.
Players follow the game that the leaders create. It is possible to have either multiple choice or open-ended questions.
Seppo can be played either in teams or independently by each player. Seppo works well for practicing how to work in groups. Gamification makes its usage pleasantly competitive.

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

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

Soft skills learning goals

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

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