The present invention relates to the design and development of a learning game platform,
system and method that is implemented in an electronic device to promote autonomous work and active learning, integrating all students, with self and peer assessment, supported by instructional videos that can be used for any subject / course implemented on electronic devices for the teaching and learning of mathematics, languages,
physics or any other subject. Students can use this in the classroom or outside the classroom in an online, blended or flipped learning setup to study and solve problems, combining analog input and digital outputs.The innovative part of this platform is that it integrates: analog input; a gamification scheme; videos; levels of problems and levels of instructional videos, organized in a video-book; digital-portfolio; self-assessment and peer-assessment.Different difficulty levels of problems and of video instructional resolutions, self and peer-assessment is implemented to include all students and promote autonomous and active learning in a gamified platform to motivate students.The application of the present invention can be used for online, mobile, blended and flipped learning. Teachers can follow what students are doing in another back office application, which is also part of the
system of the present invention.The present invention can be implemented also on electronic devices such as smartphones, tablets, etc. allowing students to use this it in the classroom or outside the classroom in a blended learning model to solve problems.The learning gamified platform,
system and method, for an electronic device executing an application, comprises a
server for a reading medium and storing
user information, scores and user progress and e-portfolio within a play and learn app platform. The
server communicates through
the Internet with electronic devices having
Internet access operated by at least one player. Registration means allows the player to register with and log on to the play and learn app. Also the app allows the teachers to follow the performance of the players and to improve some aspects of the
teaching program in a given classroom.