At Penda, we take science learning and student engagement seriously. That’s why our digital science curriculum provides both without compromise. Our activities are hand-aligned to NGSS and state standards and delivered on a gamified platform that incorporate the motivational aspects of gaming to enhance the learning experience.
Gamification techniques, such as points, badges, and leaderboards, are seamlessly integrated into the curriculum to motivate and reward students for their progress.
Educational digital games and digital science curricula with gamification embedded share a common goal of engaging students in the learning process, but they differ significantly in their approach and purpose. Educational digital games are designed primarily for entertainment, with learning as a secondary goal. Gamified curricula, like Penda, make learning the top priority and leverage the mechanics and principles of games to engage students both emotionally and intellectually.
[Students] love that they have games. That they get to earn points. The fact that they can compete with their classmates.
Science Teacher, Aventura City of Excellence School (FL)
Kids like it a lot. And what I like about it, we see that it caters to kids of all ability levels. So, the gamification really speaks to kids that struggle with reading, or other content areas, so the game keeps them engaged in the program and they’re learning science along the way. And our high achievers like the game aspects and are getting that content as well.
Supervisor of Federal Programs, Clay County School District (FL)
We taught biology for the first time last year in middle school. And we used the content to help with that as well. Our biology proficiency was actually at 76%. That was just a really awesome surprise and I know that that had to do with the supplementing of Penda that we used in the class and outside the class. The kids were really into it, so it was really helpful.
Assistant Principal, Duval Charter Scholars Academy
I think the many options that exist in terms of grouping the students, the teams, it allows you to really create that competitive spirit, and honestly that’s the gaming aspect that the kids like. We’re bringing their world into education when we do that. For us at ACES, we believe that anything that can be gamified is probably going to drive engagement –– that’s the name of the game when you’re working with middle school-aged students.
Principal, Aventura City of Excellence School (FL)