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Quality pedagogy award
Learning goals

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What is Seppo?

Seppo 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 Range0-4, 5-7, 8-10, 11-13, 14-16, 17-18
LanguagesArabic, English
PoliciesTerms of ServicePrivacy Policy
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Seppo Pricing

Pricing Plans

One time purchase

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Certified Pedagogical Quality

Certified by Education Alliance Finland, 01/2018

EAF Evaluation is an academically-backed approach to evaluating the pedagogical design of a product. EAF evaluators assess the product using criteria that covers the most essential pedagogical aspects in the learning experience.
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.

Learning goals

Certified by Education Alliance Finland

The supported learning goals are identified by mapping the product against the selected reference curriculum and soft skills definitions most relevant for the 21st century.

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

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Last updated 14th June 2024
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