El futuro de la tecnología en el aula es más tiempo frente a pantallas

menos.

La única plataforma que utiliza IA para orquestar un aprendizaje físico y manipulativo en el aula. Mientras otras herramientas mantienen a los alumnos pegados al monitor, nosotros conseguimos que se levanten de sus sillas.

LA DIFERENCIA

Mira cómo se reduce el tiempo de pantalla

Competidores Digitales (100%)Flip Education (15%)
100%

Tiempo de pantalla del estudiante como porcentaje del tiempo total de clase

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

LA COMPARATIVA

Cómo se posiciona Flip

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

LA REALIDAD

A qué se enfrentan los docentes

0 h/sem

Los profesores trabajan 53 horas semanales; una cuarta parte no remunerada, incluyendo la preparación de clases en casa.

RAND, 2024 State of the American Teacher Survey

0%

de los docentes sufre estrés laboral frecuente, siendo la carga de trabajo el principal motivo.

RAND, 2024 State of the American Teacher Survey

0%

del profesorado afirma que la participación de los alumnos ha disminuido respecto a los niveles prepandemia.

Harris Poll / Discovery Education, 2024

0%

de los adolescentes tiene ya un smartphone; sin embargo, la ciencia demuestra que el aprendizaje activo y físico supera a la instrucción basada en pantallas.

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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