Using Game-based Pedagogy to Encourage Interactive Learning
Using Game-based Pedagogy to Encourage Interactive Learning
June 14, 2022
By S Shanthi
Summary
Launched in 2010, SplashLearn claims that its content today completely revamps the existing curriculum and provides immersive content with rich context, embedded instructions within games, meaningful interactions, and innovative in-game manipulatives.
SplashLearn has benefitted over 40 million students in the US, UK, Canada, Australia, Singapore and New Zealand, and is currently working on its India strategy to align the content to the local curriculum.
"We made the product free for schools and teachers to use worldwide. This not only helped us make quality education accessible to every child, but eventually, it also became another channel for us to build awareness amongst parents," says Arpit Jain, CEO, SplashLearn.
In early 2020, SplashLearn launched online tutoring which has grown into an important vertical contributing 20 per cent of the revenue in a short span of time.
"We have always believed in building a good product that speaks for itself and grows organically through word of mouth. Once a learner enters the SplashLearn ecosystem, they stick around for the quality and the value they get out of it," says Jain.
"This is the reason that SplashLearn has been profitable from the very beginning," Jain adds.
Reference
Shanthi, S. (2022, June 14). Using game-based pedagogy to encourage interactive learning. Retrieved June 22, 2022, from https://www.entrepreneur.com/article/429438