L’avenir de la technologie en classe, c’est plus de temps devant les écrans

moins.

La seule plateforme qui utilise l'IA pour orchestrer un apprentissage physique et concret en classe. Là où les autres outils figent les élèves devant leurs écrans, nous les remettons en mouvement.

LA DIFFÉRENCE

Réduisez drastiquement le temps d'écran

Concurrents numériques (100%)Flip Education (15%)
100%

Temps d'écran de l'élève en pourcentage du temps total de cours

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

LE COMPARATIF

Pourquoi choisir 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 RÉALITÉ

Le quotidien des enseignants

0 h/sem

Les enseignants travaillent 53 heures par semaine, dont un quart non rémunéré, incluant la préparation des cours à la maison.

RAND, 2024 State of the American Teacher Survey

0%

des enseignants subissent un stress professionnel fréquent, la charge de travail étant le principal facteur.

RAND, 2024 State of the American Teacher Survey

0%

des enseignants constatent une baisse de l'engagement des élèves par rapport au niveau pré-pandémie.

Harris Poll / Discovery Education, 2024

0%

des adolescents possèdent un smartphone. Pourtant, la recherche prouve que l'apprentissage actif et physique surpasse l'instruction sur écran.

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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