Gamifying learning

Gamifying learning

We’ve made word learning fun, because kids learn best through play.[1]

Gamification promotes problem solving and independent learning, and is particularly beneficial in vocabulary learning because active engagement with words contributes to their retainment.[2]

Learning through play is proven to be particularly effective in vocabulary learning: interaction with words in a variety of contexts, with visual- and audio-input, is effective because children learn by doing, not just through passive memorization.[2] 

Gamification contributes to deeper engagement and is also important for the immediate feedback it provides: the feeling of accomplishment it creates when the child manages to successfully overcome a challenge is priceless.[3]

  • According to recent reports, 72% of children in the US aged eight and under are using mobile devices to watch videos and play on apps. 97% of US children under the age of four own and use mobile devices, regardless of family income.[4]

Creating content that ensures that children make the most of all this screen-time is absolutely essential.

    In the Epic Word Adventure, you constantly Learn and Earn! (No in-app purchase).The more words you learn, the more blabberBucks you earn. You learn words that advance your vocabulary and make you a better reader and, in return, you earn BlabberBucks that you can use to personalize your avatar by buying new outfits and scooters for them.

    The rewards are directly linked to how much you learn so that gamification and learning are aligned. This shows kids that if they put effort into completing the missions and learning new words, they will be rewarded for it.

    • According to research, being able to give immediate feedback by rewarding accomplishments is particularly valuable.[3]

    We also reward kids for their performance by increasing the level of difficulty of the words they are given. 

    • Rewarding performance by increasing the challenge is an effective reward because it increases motivation, and yet it is only used by less than 2% of existing educational apps for kids. [5]

    In both the new Epic Word Adventure app and our series of printed books, Mrs Wordsmith resources gamify learning in effective ways that actively engage kids and accelerate their progress in reading. Why not check out our new app? 


    1. Rood, E. E. Hadani, B. Liberman, A. Whiteside (2016). Reimagining School Readiness: A Position Paper with Key Findings. Center for Childhood Creativity. Sausalito, CA.
    2. Abrams, S. S., and Walsh, S. (2014). Gamified Vocabulary. Online resources and enriched language learning. Journal of Adolescent & Adult Literacy, 58(1): 49-58.
    3. Kapp, K. M. (2012) The Gamification of Learning and Instruction: Case-Based Methods and Strategies for Training and Education. New York: Pfieffer.
    4. Neuman, S.B., Flynn, R. Wong, K. Kaefer, T. (2018). Quick Incidental Word Learning in Educational Media: All Contexts are Not Equal. (Manuscript under review). 
    5. Callaghan, M. N., and Reich, S. M. (2018) Are educational preschool apps designed to teach? An analysis of the app market. Learning, Media and Technology 43(3): 280-293.

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