Impact

Malmberg

Digital and playful learning tools for daily use in primary school

Challenge

Primary school students need to practice independently a lot to master the material. It is our job to make that as enjoyable and effective as possible on iPads.

Teachers want to be able to give clear explanations and instructions on a smartboard and have an overview of all students' progress and development during practice.

And it's nice if the smartboards and tablets available in the classroom can also be used occasionally to create a fun atmosphere. For example, to relax and have fun after taking a test!

Solution

Students understand that they need to put in effort and complete many exercises. It's not necessary to develop everything as a game. More importantly, it should be made as user-friendly and enjoyable as possible. Therefore, the choice was made to make the exercises pleasant and functional, offering fun short reward games in between.

The software is self-directed and intelligent. The teacher easily sets up the learning materials in the weekly plan and can easily track results. The student can then work independently with it. Automatic levels are offered based on the subject, and students receive specific feedback. For example, in "Taal Actief," an error detection system not only checks if a student spells a word correctly or incorrectly but also identifies the type of mistake made.

The "Digibordrace" is a great example of creating a festive atmosphere. The game is played in teams using a smartboard as a conclusion to a lesson theme. The game playfully reinforces the lesson content, motivating students to continue engaging with the material and giving them something to strive towards.

By playing "Tafelmonsters" kids learn math by feeding hungry monsters.

Impact

Various teaching methods have been translated into playful digital tools used daily in schools. Almost every child in the Netherlands has worked with our products at some point! Our collaboration has resulted in efficient products with plenty of room for creativity and innovation.

Team

Jan Willem Huisman
Jan Willem Huisman
Co-founder & creative director
Anko Elzes
Anko Elzes
Strategist & senior designer
Annelies Wisse
Annelies Wisse
Experience & play designer
Joram van Loenen
Joram van Loenen
Visual designer
Pieter Snijders
Pieter Snijders
Visual interaction designer
Rose-Anne Dotinga
Rose-Anne Dotinga
Designer behaviour & play
Frank Hermes
Frank Hermes
Developer

Info

Client

Malmberg

Year

2015

Type product

App, Training, Game

Service

App, Game

 

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Jan Willem

Co-founder &
creatief directeur

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