O futuro da tecnologia na sala de aula é mais tempo de tela

menos.

A única plataforma que usa IA para orquestrar aprendizagem prática e mão na massa em sala de aula. Enquanto outras ferramentas prendem os alunos nas telas, nós os tiramos da carteira.

A DIFERENÇA

Veja o Tempo de Tela Diminuir

Concorrentes Digitais (100%)Flip Education (15%)
100%

Tempo de tela do aluno como porcentagem do tempo total de aula

In an era where parents, teachers, and governments are actively seeking to reduce student screen time, Flip Education is the only EdTech tool that uses technology to reduce technology use in the classroom.

THE PROBLEM

The Screen Time Paradox

Most EdTech promises to make classrooms “active” — but actually replaces passive lectures with passive screens. Quiz tools like Kahoot, Blooket, and Quizizz test only lower-order recall (Bloom's Level 1–2), not the higher-order thinking that active learning is supposed to develop.

Other EdTech

Bloom's 1–2

Remember & Understand

Flip Education

Bloom's 3–6

Apply, Analyze, Evaluate, Create

A COMPARAÇÃO

Como a Flip se Compara

Quiz & Game ToolsKahoot, Blooket, Quizizz
AI Learning ToolsKhanmigo, MagicSchool
Interactive PlatformsNearpod, Pear Deck
Flip Education
AI-powered content generation
Student engagement & gamification
Aligned to approved standards (Common Core, NGSS, state)
Real-time teacher guidance
Physical / hands-on activities
Print-ready classroom materials
Reduces student screen time
Higher-order thinking (Bloom’s 3–6)
Students actually enjoy the lesson
Full support Partial Not available

A REALIDADE

O Que os Professores Enfrentam

0 h/sem

Professores trabalham 53 horas por semana, um quarto delas não remuneradas, incluindo preparação de aulas em casa.

RAND, 2024 State of the American Teacher Survey

0%

dos professores enfrentam estresse frequente relacionado ao trabalho, com a carga de tarefas como principal fator.

RAND, 2024 State of the American Teacher Survey

0%

dos professores afirmam que o engajamento dos alunos diminuiu em comparação com os níveis pré-pandemia.

Harris Poll / Discovery Education, 2024

0%

dos adolescentes já possuem smartphone. Pesquisas mostram que a aprendizagem ativa e presencial supera a instrução baseada em telas.

Pew Research Center, 2024

Flip Education addresses all four: complete lessons generated in seconds to reclaim prep time, real-time teacher guidance that reduces workload stress, physical interaction that re-engages students, and hands-on collaborative activities they actually prefer.

THE EVIDENCE

Backed by Science

Active Learning Works

Meta-analysis across 225 studies found students in active learning courses were 1.5x less likely to fail vs. traditional lectures.

Freeman et al. (2014) — PNAS

Quiz ≠ Learning

Kahoot-style gamification increases engagement but shows no statistically significant improvement in learning outcomes.

Jones et al. (2019) — SAGE Journals

Higher-Order Thinking

Physical, collaborative activities develop Bloom’s levels 3–6 (Apply, Analyze, Evaluate, Create) — the skills that quiz tools cannot reach.

Bloom’s Taxonomy — Anderson & Krathwohl (2001)

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