What is Active Learning?
Active learning is when students do things (debate, build, role-play, collaborate, create), not just listen. It’s the difference between watching someone ride a bike and actually riding one.
Freeman et al. (2014), PNAS meta-analysis
THE PROBLEM
The Screen Time Paradox
Most EdTech promises to make classrooms “active” but actually makes them passive-with-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.
of K-12 teachers don’t have enough time for lesson planning and grading
Pew Research Center, 2024
higher failure rate in lecture-based classes vs. active learning
Freeman et al. (2014), PNAS
of teachers say student engagement has declined since 2019
Harris Poll / Discovery Education
THE METHODS
7 Categories of Active Learning
Discussion & Debate
Students articulate, defend, and refine their thinking through structured dialogue.
Collaborative Learning
Simulation & Role-Play
Problem-Based & Inquiry
Game-Based (Physical)
Competition and play that gets students moving, building, and collaborating physically.
Creative & Production
Reflection & Assessment
THE DIFFERENCE
Screen Time: Us vs. Everyone Else
Estimated screen time based on typical product usage
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 Method
Every mission follows four phases
A provocative question, image or video that hooks students and creates cognitive tension.
ScreenTeacher reads instructions, forms groups, and hands out printed materials.
Physical100% physical. Students debate, build, role-play, negotiate, and collaborate.
PhysicalGuided reflection, discussion questions, exit ticket, and bridge to next lesson.
ScreenTHE 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
Closes the Gap
Active learning reduced achievement gaps by 33% in exam scores and narrowed passing-rate gaps by 45% for underrepresented students across 26 STEM studies.
Theobald et al. (2020), PNAS
Quiz ≠ Learning
Kahoot-style gamification increases engagement but shows no statistically significant improvement in learning outcomes.
Jones et al. (2019), SAGE Journals
FUN IS FUEL
Fun Is Not the Opposite of Learning
Emotional Engagement & Memory
Emotion is not separate from cognition; it is essential to it. Students who experience emotional engagement form stronger, longer-lasting memories than those in emotionally neutral settings.
Immordino-Yang & Damasio (2007), We Feel, Therefore We Learn
Flow States in Education
When students enter a state of "flow" (deep engagement where challenge meets skill), intrinsic motivation and learning outcomes increase substantially.
Csikszentmihalyi, Flow: The Psychology of Optimal Experience
Movement & Cognition
Physical movement during learning increases blood flow to the brain, triggering neurogenesis and improving focus, memory formation, and cognitive processing.
Ratey (2008), Spark: The Revolutionary New Science of Exercise and the Brain
Every active learning methodology develops social and emotional skills: empathy, collaboration, self-regulation, and ethical reasoning.
Discover how Flip integrates Social and Emotional Learning →Discover why fun matters for learning outcomes →CURRICULUM-ALIGNED
Curriculum by country
Active learning missions aligned to each country's curriculum, organised by subject and year group.
Ready to flip your classroom?
Transform any topic into a hands-on active learning experience, complete with teacher guidance and print-ready materials.